Nice to see this on the forum. I might write some slightly detailed about the ships later on, once I finish the IBB run. One bit I can say now is that Korikaze frigates seem to be pretty strong for their weight, and they get a boost when near the cruiser.
Great looking mod.
But there is one thing.....when i look at Nessie i just see two mean faces, sorry but can't really help it.
Nessie just reminds me of a T-shirt I've got - a picture of the Loch Ness Monster, with "Believe in yourself... even if no-one else does." It's a good name for a phase cruiser.
Boy oh boy... this is wonderful! I have witnessed the full might of this fully armed and operational mod... and I can't stop drooling xD
But... will I find these ships/weapons or their schematics if I add this mod on an existing save? Plz... give me hope :)
Yes, you can find blueprints for Tahlan Shipworks content. (GH) ships spawn rarely in Independent fleets, Independents also sell GH weaponry.
As for rest of the ships, they appear in fleets of vanilla factions.
Ship packs will almost always work properly on a save created without them, it may take few in-game months for ships and weapons to appear in fleets.
Update again, look at me being productive this weekend
(https://imgur.com/IBcTOQT.png) (https://imgur.com/mN0qgy2.png)
Added that missing description, added two new ships and gave the Ingress a unique ship system.
Changelog:Spoiler0.3.2
Additions:
- Added Haelquin Destroyer
- Added Skola Frigate
- Added new Navigation Feed ship system
Changes:
- Ingress now uses Navigation Feed ship system
- Bungelow now uses Burn Drive
Bugfixes:
- Added more missing descriptions[close]
More missing descriptions: Armiger Battery and Acastus Fighter.
antimatter cannon
Update 0.3.3 - New toys for everyone
(https://imgur.com/yDtmivA)
Here's a nice little update adding two new ships and two new guns for everyone to enjoy, along with various changes
ZA WARUDO (https://cdn.discordapp.com/attachments/400131700308312074/540201274575159306/rupture.mp4)
Changelog:Spoiler0.3.3
Additions:
- Added Izanami prototype cruiser
- Added Renki missile support frigate
- Added Gallant small kinetic railgun
- Added Castella Pirate variant
- Added Numeon antimatter cannon
Changes:
- Errant Drive now moves at fixed speed along current motion vector instead of boosting mobility
- Ingress' Navigation Feed is now an upfront cost cooldown-based system like targeting feed
- Changed Nessie's system to ammofeed
- Bungalow now has a Cramped Hangars hullmod, increasing fighter refit times
Balancing:
- Increased Kodai's OP from 110 to 120
- Increased range of mining lance from 600 to 700
- Lowered Yukikaze dissipation from 800 to 750
- Lowered Exa Pico armor from 400 to 200
- Lowered Nessie's flux cap from 12000 to 10000
- Buffed Nessie's mobility stats[close]
- Added Izanami prototype cruiser
Linux?File names in Linux are case-sensitive. Get the capitalization (or lack of) wrong with certain commands, and well...
I'm a little confused by the GH content. Are they supposed to be just extra ships in markets or is there a secret system somewhere?
"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,
"carrierLarge":{
"tahlan_Castella_standard":7,
"tahlan_Castella_elite":3,
"tahlan_legion_gh_knight":10,
"tahlan_Ingress_standard":10,
"tahlan_Timeless_standard":10,
"tahlan_Timeless_retro_standard":10,
Izanami is kinda strong, yo. If you eventually get to implementing Kassadar, it would be nice to make Izanami completely unique and accessible only after getting many favours enough to buy one.
https://www.youtube.com/watch?v=jmsCo4gkF_I
Hello Nia.We met some problems during the process of translating your mod.We can't understand the word Kassadari.We know it must be a Japanese word,but don't know its meaning.It must be an important word,so we can't decide by ourselves.
So now all Great Horses ships are hidden somewhere?
Download had a crash-causing bug. Has been fixed now. If you downloaded prior to this post, redownload.I really enjoy this mod thank you for creating it. I am still getting the bento crash indicating the bento_lp is missing. I have deleted and re-downloaded as recently as this afternoon.
SpoilerBeen enjoying this mod tons. As has been stated the pirate Castigator is a sexy beast. I managed to get my hands on a GH Onslaught and promptly slapped Forced Overdrive on it and it is a terror on the battlefield. I just bought the GH Dominator a minute ago and tested in the sim vs a BR Knight that it roasted with ease with Styrix's and Hekaton's. The only one I've found difficult to use so far is the Legion. There just doesn't seem to be enough OP to be able to fit the large weapons and fighters both.[close]
Working on a bunch of stuff for this, so here's a little teaser for all you forums-only people:
Loaded up this new version with a Nexrellian campaign and every time I explore ruins there are R2D2 droids everywhere.
...
Just so many droids.
There's no faction. It's just a themed free start
0.3.6
Additions:
- Titanomachy beam weapon
- Efreet barrage cannon
- Dun Scaith class pirate dreadnought
- Hresvelgr fleet carrier
- Glint fast cruiser
- Some content for Vayra's sector:
- a number of special bounties featuring unique ships
- some ships for colony factions
Changes:
- Overhauled all Castella sprites and adjusted all 3 variants
- Overhauled Ingress sprite
Balancing:
- Buffed damage and flight time of Pendragon submunitions
0.3.6b
Additions:
- Gardas Hyperrail Cannon
Changes:
- Reduced Doominator dissipation to 500
- Increased Doominator flux cap to 12000
Balancing:
- Increased Styrix range to 1000
- Lowered duration of Dun Scaith's system from 4s to 3s
- Changed Hresvelgr ship system to Defensive Formation (reduces fighters' damage taken by 50% while active)
- Removed ATC from Hresvelgr
0.3.6c
Balancing:
- Yari adjustments
- lowered top speed from 90 to 70
- lowered dissipation from 800 to 700
- Increased shield upkeep
- Lowered ppt from 480s to 420s
It is very much intended as the package isn't meant to contain refits. The various refits won't be available as blueprints at all in a future update when the refit market is added. They are meant to be a rarity and not mass-produced. I'll consider changing the package name.
0.3.7
Additions:
- Bronco-class missile destroyer
- Nibelung-class battleship
- Some new Nex start options
- Valacor heavy fighter
- The return of the Bento (LP)
Vayra's Sector stuff:
- Boss-variant Niebelung with custom bounty
- Added some rare flagship options
Balancing:
- Lowered Efreet DPS slightly
- Lowered Efreet range from 1200 to 1100
Fixes:
- Fixed wrong scaling math on some ship systems
0.3.7a
Changes:
- Unified the hullmods of all Legio Infernalis ships
Balancing:
- Reduced DP of Hresvelgr variants to 45
Bugfixes:
- Fixed bug with Unique Nibelung bounty
[graphics/tahlan/maps/weapon_normals/tahlan_nibelung_cover_l_Normal.png] resource, not found in
I updated all the mods after a long weekend, and something broke either in Tahlan, or in Tahlan+GraphicsLib.
The Izanami special ability combined with its Atrapos Lances started causing graphical glitches. After the first use of Chrono Rupture while Atrapos is firing, the ship usually turns black, every Atrapos shot turns into a black "shadow" that hides effects, and all shield effects disappear for all ships for the rest of the battle. Venting shows the Izanami again, but then it's back to black.
Tried disabling everything but the shaders in GraphicsLib, but it did not help. It does not matter what other ships are in a battle. 1 on 1 in simulation also brings out this bug.
Sounds distinctly like an issue with your GraphicsLib installation; this sounds like OpenGL messing itself up quite royally. The Izanami triggering it is most likely due to it having a big distortion being triggered, though I'm not sure.I have the same bug with the Izanami's system, but the details are a little different.
Here's a second fix:...
Izanami isn't really meant to be balanced and the system already has a flux cost. It's just meant to be a fun ship.
Hm... Maybe it'd make more sense for the Izanami to be a unique bounty flagship rather than a normally available vessel, then?
128558 [Thread-4] INFO data.scripts.campaign.intel.VayraPersonBountyManager - loading rare_flagships.csv
128559 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\tahlan]
128560 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\Vayra's Sector]
128561 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: \StarSector\starsector-core\..\mods\Vayra's Ship Pack]
128561 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - couldn't get fleet points for tahlan_castigator_knight_errant
128562 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - java.lang.NullPointerException
128562 [Thread-4] ERROR data.scripts.campaign.intel.VayraPersonBountyManager - org.json.JSONException: JSONObject["weight"] is not a number.
128567 [Thread-4] INFO data.scripts.campaign.intel.VayraPersonBountyManager - rare_flagships.csv loading ended
- Removed EMP damage from MagaeraAs much as I hate to admit it, the new Porphyrion may also need a slight nerf. Maybe no EMP, or an even higher point/flux cost. I am using many mods, and it is quite unbeatable for DPS at range on ships that can handle the flux.
242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Requiring a new save for new features to activate is one thing, saying that updating without making a new save will cause problems in the existing save is another.I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.
Requires a new save due to campaign additions.
Hey there, love the mod.
The LI (legio infernalis) is a bit buggy (as mentioned regarding their faction with nexerelin mod and random core worlds).
I dont think Kassadar spawns in that mode either.
And the new missile battery for the GH is way too OP. Needs to be nerfed in any 2-3 of these categories:
1) No emp
2) Massive CD increase
3) Massive flux increase
4) Less projectiles
5) Lower speed
6) Make it large ordinance only, increase cost to 25-30
7) Decrease range to 1000
As if you fit them onto all your ships as medium ordinances. You steamroll everything so hard, it's rather sad.
I'd personally say "lower projectile speed (15-20%), increase CD by 15-30s. And make it large ordinance and decrease range to 1000"
As the way I see it, they are incredible for making any fast frigate stop dead in space. Since the missiles tend to go in random directions sometimes, and then head for the back of the ship, for the engines.
Which would be understandable for large capital ships to want and need. And they also tend to disable larger targets weapons pretty nicely too (so all around a decent set of re-usable missiles).
But they are so strong, and cost so little to put on your ship it's just OP.
I love your mod otherwise. I am getting a lot of errors in my log, and can post it if you'd like. But most likely they are cross mod problems.
Keep up the good work!
The only faction I don't steamroll are the [redacted]. And that's because they tend to specialize in anti-air/missile combat. Everything else just stops flying/shooting
Requiring a new save for new features to activate is one thing, saying that updating without making a new save will cause problems in the existing save is another.I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.Are you using a fresh save after updating? The update requires a new save.
It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:SpoilerCode242212 [Thread-4] INFO data.scripts.VayraModPlugin - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderBaseIntel - updating target
242217 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO sound.oo0O - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.
Regardless, the cause of the crash is the new Legio Infernalis faction having no negative relationships with any existing factions. This causes the raid target selection logic to fail because of the lack of factions with a negative relationship. I was able to avoid the crash by using the console to set the faction relationship between them and the Hegemony to -10. This resulted in at least one valid target market so there was no crash.
Just leave the balancing to me, thanks, bye
Just throwing my 2 cents out there since that weapon seriously feels like you slapped it together then tested it on [redacted] and called it good. Without taking skills or other enemies into consideration.
Guess I should hire a QA department.
Maybe you'd be better off with a PR department...
Look. I'm sorry that I hurt your feelings in however way it happened. Yes, it's your baby your mod etc. But if you can't take a single hint of criticism (with suggestions to boot) without spluttering out sarcasm and snarky shittitude, there is no way anyone would QA for you. Paid or otherwise.
Why would I give a ***? Not like you people pay me for my work.
Not my fault you don't understand what the word "requires" means
This post was not on the front page so I didn't see it.I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.I'm assuming Nia probably means that you require starting an entirely new and fresh campaign. That's what I did.Requires a new save due to campaign additions.
New Izanami bug, sorry. It will sometimes not slow down time for the player, just insta-zoom when you use the ship system. I think it happens when you press the key to activate it, and press it again while still active.
Assumptions: This is probably linked with the problem related towards all your factions never generating with all the other factions when you start with random home worlds.https://mega.nz/#!NOYiWAbD!ut1-9gk32U_8KpxD-O1KjSZgI-7LehXD27AxICWdIOY
Assumptions: This is probably linked with the problem related towards all your factions never generating with all the other factions when you start with random home worlds.https://mega.nz/#!NOYiWAbD!ut1-9gk32U_8KpxD-O1KjSZgI-7LehXD27AxICWdIOY
Might require Interstellar Imperium (Industries), delete a row and it won't. This is barebone, take a look at other faction(Nex configs) files and you can flesh it out however you like.
https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig
The Great Houses aren't a faction and shouldn't ever spawn in random sector mode. Stop *** with my stuff.This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
...feel free to make those changes, but don't come complaining to me if things get weird as a result.Bump, thats pretty much a given.
I don't have a solution for stepping away, because it's hard to step away when the drama follows you. But I'm available if you need to vent to someone who sees your side.As in all matters in Life, keeping a level head is paramount and drama does rarely just walk into your life, its mostly, you either creating, inviting or associating with it.
This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
i find your lack of faith disturbingThis is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
Yeah, right... I bet
1) not really, but I've been trying to reduce that aggressiveness somewhat
2) nope
3) they should work fine with Nex. Will check their settings again, just to be safe, though
4) if you mean as blueprint drops, then yes, pretty much all of them can drop as blueprints. Exceedingly rare, though
2) Does your mod have anything to do with a planet called Nauvis and a star system with a red giant covered in some shield-things? Basically, I found a high-danger system that is riddled with remnants. There's 6 Remnant Nexus stations around a red dwarf, a bunch of Ordos spawning in, along with motherships (the time-slowing carrier ones), and a really odd looking planet called Nauvis which looks like a prospect for a colony but only after I decide to shut down the massive remnant farm (since I have a colony in nearby system, I can resupply there and drop off cargo without going far).
Ah, yeh, it's probably cause Legio is currently tagged as a pirate faction, but since I disabled their base building behaviour, I should set them back to a normal faction.
Ah, yeh, it's probably cause Legio is currently tagged as a pirate faction, but since I disabled their base building behaviour, I should set them back to a normal faction.
Ristreza and Izanami both have obtainable blueprints, but they are exceedingly rare.
Legio will likely see some further updates to boost their system and planetary defenses (to eventually make them an equally tough nut to crack as Nova Capitalis)since they are intended as a late-game challenge eventually.
Legio starts will be added in the next update. I forgot to move the Legio ship starts from pirates to Legio in this update.
I saw them in Hegemony fleets (and some bounties with special ones included) so i assume if you dont wage war on them you can have problem with seeing one.Hegemony was/is my main faction. Never seen one in their fleets or shops across tens of hours of gametime. Every other ship shows up just fine.
I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.
While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.
I'm 3 cycles into a save with no issues until now.
The save works fine until I save again. After making the new save, the game will CTD upon entering the intel screen. Upon reloading the game, the new save file is corrupt and won't load. It doesn't matter if I play the working save for 1 second or 1 hour, the intel screen will work fine until I save the game.
This is the CTD log.Spoiler291568 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.econ.tahlan_LegioTyranny.apply(tahlan_LegioTyranny.java:14)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.for.if(Unknown Source)
at com.fs.starfarer.campaign.ui.intel.B.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.campaign.comms.return.this.void(Unknown Source)
at com.fs.starfarer.campaign.comms.return.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.for.setSize(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO$7.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
All the modsSpoiler{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"anotherportraitpack",
"anvil_industries",
"ApproLight",
"automatic-orders",
"lw_autosave",
"blackrock_driveyards",
"Boggled Terraforming",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"COPS",
"istl_dam",
"diableavionics",
"DisassembleReassemble",
"edshipyard",
"foundation",
"sun_fuel_siphoning",
"gates_awakened",
"ZGrand Sector",
"HMI",
"hullmod_expansion",
"sun_hyperdrive",
"junk_pirates_release",
"kadur_remnant",
"kingdomofterra",
"kiprad",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"Neutrino",
"sun_new_beginnings",
"new_galactic_order",
"nexerelin",
"ORA",
"portrait",
"TAR",
"SCY",
"shadow_ships",
"swp",
"bonomel_skilledup",
"speedUp",
"sun_starship_legends",
"StopGapMeasures",
"sd_sundiving_1.1",
"Sylphon_RnD",
"tahlan",
"mayorate",
"THI",
"underworld",
"US",
"URW",
"vayrasector",
"vayrashippack",
"WEAPONARCS",
"toggleWeapons",
"shaderLib",
"Safety Override mod"
]}[close]
There's a bunch of GH ships that have the hullmod and different ship systems. Not sure what you're asking.
I've done some additional testing on the smartguns and I'm entirely unable to replicate the issue in question. The projectiles act as intended
Without a target they will fly unguided. With a target they will home in on the locked target. I have yet to encounter a case of the projectiles flying unusually fast.
New updateDid you remember to adjust the spawn rate for castigators? Just asking, since you didn't mention anything in the patch notes
(https://imgur.com/VqJ8Awm.png)
Featuring the new Flagellator-class pursuit destroyer and a number of changes and fixes.
Update is compatible with existing saves but some campaign-layer changes will only apply on a new campaign.Spoiler0.3.12
Additions:
- Added Flagellator assault destroyer
- Added Flagellator (LI)
Changes:
- Legio Infernalis now has nex start options
- Trill hullmod will now display its current effect during combat
- Castigator (LI) large mount changed from hybrid to universal (this change is experimental, so don't get used to it yet)
- Removed Kassadari Engineering from Monitor (GH) for the time being due to some vanilla AI issues. Will return once it's fixed. Replaced with built-in expanded magazines for now.
- Downgraded Kassadar's Orbital Works to Heavy Industry and removed the nanoforge
- Tempest (P) built-in drones have been changed to totally real legit terminator drones that are all like the ones on a normal Tempest I swear
- GH ship DP rebalanced to be roughly 10% higher than their base versions
- Scathach has regained Kassadari Engineering
Fixes:
- Fixed Legio Tyranny causing decivved Legio planets to make saves unable to load
- Fixed Legio Tyranny granting its bonus even when a planet is no longer controlled by the Legio
- Fixed some missing descriptions
Others:
- Added support for Commissioned Crews (For Legio. Great Houses still aren't a faction so stop asking)[close]
Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.
Hi, I think there is an issue with the ristreza-class front mounted weapon, the gleipnir cannon, it doesn't seem to ever shoot.I believe that weapon can only fire when the ship system is fully activated.
I love the design of the ships that come with this mod but man what a disappointment.
When I finally got my hands on the antique sector ships, I was astonished by how weak they are compared to their prices. Not only they are only available full of d-debuffs, they also come with a big innate debuff that accelerates their cr drop and drops armour.
I don't know what the author is thinking when balancing them, but when I bought the dominator (it costs a whopping 600k) I was expecting a beast. Well no. It's just a weaker version of the hegemony dominator. Also the legion is over 1 million!! I still don't understand why it is that overpriced...
The ships look absolutely amazing and the weapons too, what a shame about the balancing. I hope the author either improves them or reduce their prices.
Warnoise, all Kassadari ships have constant time acceleration. ANY weapon you put on them fires/reloads 10% faster compared to normal ships. And if their hull drops to 30% integrity, all weapons fire/reload 30% faster! The reduction in armor actually just makes it easier to achieve this! Not convinced yet? There´s a hullmod that instantly puts the ship in this 30% overdrive mode...but disables shields. Oh my, (almost) all Kassadari ships are Low Tech hulls with lots of armor, what a coincidence!
In short, these ships have the firepower of 2 or 3 normal ships combined. I´m not even sure if time acceleration affects turret traverse, flux dissipation and venting but if it does that is even more ridicolous! Not to mention the unique ship systems and the Kassadari weapons. The armor penalty is an incredibly small downside, so it makes sense that these ships are so hard to get.
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?
edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?
edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob
I was also having this problem with Metafalica ship, are you using the latest version?
There's usually a couple of hotfixes after a major update to address bugs and issues that crop up. I'm only one person so I usually won't find every bug or error from my own testing compared to 1k+ people playing with the mod.
Are you on the latest version? That particular crash should be fixed in that. If you are on 14c, though, I'll have to take a second look at it
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.
The values for Legio sieges are still something I'm tuning. I lowered the number and size of fleets in the last patch already. Will adjust further based on collected feedback.
I might add some more customization to the config file down the line, too, but for now it's still very basic.
TL;DR
How TF do you change the missile engine color/fxs of the missiles in the game files?
"engineColor":[255,160,50,255],
"engineColor":[255,100,100,255],
TL;DR
How TF do you change the missile engine color/fxs of the missiles in the game files?
in tahlan\data\weapons\proj\hekaton_torp.proj
change the following line:Codeto"engineColor":[255,160,50,255],
Code"engineColor":[255,100,100,255],
of course, there is the problem that doing so may make it a bit confusing
so
if you encounter problems... well, you asked for it
literally :P
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
24491840 [Thread-4] INFO org.lazywizard.console.Console - > devmode
24491840 [Thread-4] INFO org.lazywizard.console.Console - Dev mode is now enabled.
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 330.0, max: 438.90002
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Lucifron to spawn siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Aztlan star system as target for siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - creating new LegioSiegeMissionIntel, arguments: Legio Infernalis, Lucifron, Aztlan, 133.34
24493226 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
24494593 [Thread-4] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
Can you get it to reproduce with a minimal set of mods? If so it can be debugged pretty easily, if it still happens when other mods are not present.
Speaking of Legio Siege events (w/ v0.3.14d), I've noticed that every time I enable Developer Mode through the Command Console mod and un-pause the game, a siege event is instantly spawned.
Here's the starsector.log output every time it occurs:CodeAnd my mod list, which IS rather expansive:24491840 [Thread-4] INFO org.lazywizard.console.Console - > devmode
24491840 [Thread-4] INFO org.lazywizard.console.Console - Dev mode is now enabled.
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
24492767 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 330.0, max: 438.90002
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Lucifron to spawn siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Aztlan star system as target for siege fleet
24492768 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - creating new LegioSiegeMissionIntel, arguments: Legio Infernalis, Lucifron, Aztlan, 133.34
24493226 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
24494593 [Thread-4] INFO data.scripts.campaign.tahlan_LegioStealingHomework - Interval elapsed, the space fascists gonna learn todaySpoiler{"enabledMods": [
"ApproLight",
"raccoonarms",
"automatic-orders",
"timid_admins",
"blackrock_driveyards",
"CombatAnalytics",
"chatter",
"timid_commissioned_hull_mods",
"lw_radar",
"COPS",
"lw_console",
"istl_dam",
"diableavionics",
"foundation",
"gs",
"hullmod_expansion",
"sun_hyperdrive",
"Imperium",
"junk_pirates_release",
"kadur_remnant",
"lw_lazylib",
"leadingPip",
"MagicLib",
"Neutrino",
"nexerelin",
"yrex",
"sun_ruthless_sector",
"secretsofthefrontieralt",
"SEEKER",
"shabro",
"shadow_ships",
"swp",
"speedUp",
"sun_starship_legends",
"tahlan",
"THI",
"transfer_all_items",
"underworld",
"vayrasector",
"vesperon",
"yrxp",
"shaderLib"
]}[close]
heya, great mod. i been trying to remove the super annoying circle around the natchegesang and it seems beyond my limited abilities. i got as far as figuring out that changing the java file in scripts doesnt do jack, and i guess i would need to change the .class file inside the java library... but i cant even read the file, never mind recompile it into something that wont just crash. i understand the purpose for it, just isnt worth cluttering up the view to me. downloaded and tried something called 'eclipse' to see if i could work on it with that, but it just claims the its corrupted.
at a total loss here, but kinda really want to get rid of that ring
I disabled Station Construction and observed no immediate effects - the bases remain after destroying them in battle and/or saturation bombardment. Any method of dealing with this the hard way, like through the console mod perhaps?
Disabling sieges during a playthrough is sadly not an option.
"This is getting out of hand, now there are two of them!"
Yes, this is Askonia. RIP Philip, nobody really liked you, as evidenced by the fifty pirate fleets in your system.
By the way, you can see on the right of the radar the base that just won't go away.
Maybe just add some kind of failsafe guaranteed base destruction on saturated bombardment?
It's a feature to allow easier testing. The thing devmode is for.Is there anything short of re-compiling the .java files (after appropriate edits) in an IDE that can disable that particular behavior?
It's a feature to allow easier testing. The thing devmode is for.Is there anything short of re-compiling the .java files (after appropriate edits) in an IDE that can disable that particular behavior?
Start learning java then
QuoteStart learning java then
only thing i am stumped on is how to compile the .jar so the .java are .class. everytime i have tried i just end up with a .jar full of .java that crashes, presumably because the tahlan_ModPlugin is looking for the .class. anyway, i simply replaced the adlerouge hullmod with a roughly equivalent one in the tahlan_schneefall.ship. not quite ideal, but since i dont use the support destroyers its a servicable workaround. thanks for all the help.
@Kh0rnet
I never had Boggled's player station construction in my run, yet the Legio bases in hyperspace are still there. So I don't think boggled's code is responsible for this....unless his AI core production industry/Terraforming mods alter station code somehow
The "invincible" bases are fine for the most part. I looked at the destroyed base for a month and it didn't do anything. I could still buy and sell stuff to them, however their items never restock/change. So as long as the "destroyed" bases don't spawn anymore siege fleets, they're not a problem.
I disabled Station Construction and observed no immediate effects - the bases remain after destroying them in battle and/or saturation bombardment. Any method of dealing with this the hard way, like through the console mod perhaps?
Disabling sieges during a playthrough is sadly not an option.
If boggled breaks how stations work then there's nothing to be done there.
829684 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a way to disable the legio sieges? I like all the additions, but my current run is currently crashing because of the sieges, and it makes the game run slowly anyway. here's what my logs say that lead me to believe its the legio sieges crashing the game. playing a heavily modded nexrelin campaign with random worldsCode829684 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Quick question:
Is it possible to get blueprints for Antediluvian equipment?
In missions, the Regalias never recognise that there is a ship with the regalia gantries, and so have always nerfed stats. Great mod though!
Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.
If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.
The Castigator (XIV) lacks the XIV_bp tag, making it unknown to the Hegemony. However, it has the rare_bp tag. Judging by its description, is this ship supposed to be the same as the Legion (XIV) except you can get the blueprints if you're lucky enough? Just asking because I've yet to see one or recover one...
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());
I found the Ristreza in Lethia but it wasn't recoverable :(
Is that the only one that spawns?
Once we have the ability to affect weapons individually, the enhanced range boost will only apply to small mounts and no longer be abusable with short range large weapons.I hope, the large mounts will have standard ITU range. I think that might fix the AI issues I've been seeing with the Nibelung. With a broadside setup (I have tried a ton of different setups), the AI is much more reluctant to engage and the Conquest simply performs better. On paper, the Nibelung is much tankier, but in practice it takes as much hull damage as my Conquests (in AI hands).
The Inferno or what ever it is, it's too strong and sadist petty raider, i mean if they grow that strong and that bold, i'm pretty sure every one on the sector gonna put their different aside and eliminate them quickly as possible, maybe tune them down a bit.
This might be more related to Nexerelin itself.Nexerelin currently has pirate-type factions coded to not form alliances on their own. But the player can form an alliance with such factions, and there's also the createAlliance console command.
But can the Legio form an Alliance with the Pirates or any other modded Pirate Faction (i also have the Starlight Cabal from another mod on my playthrough)?
I would love to see a Pirate Alliance focusing on just pure Anarchy.
I did notice the Rosenritter skins you created for Diable Avionics, very nice.I agree, the Navy blue skin is also very good looking.
Thanks a tonne for this mod, adding nice variety to every game, had to send a little support. So many nice additions and ships, the Legio, especially The Great Houses and what little Rosenritter related things I find. I always go to Lethia and give them Alpha Cores(despite them not doing anything with them) and a Pristine Nanoforge. For some reason I always hope they'll rise again or send rogue expeditionary forces into the sector to spice things up and give some early limited access to their salvage
The Metafalica is a unique start ship for those who want to be Independent-aligned. A battleship with interesting abilities at the expense of being expensive to maintain, capable of swapping shot types for its built-in gun types, and its armor gets stronger with high flux. Smaller than the Nibelung, but larger and tankier than Phoca.Thanks a tonne for this mod, adding nice variety to every game, had to send a little support. So many nice additions and ships, the Legio, especially The Great Houses and what little Rosenritter related things I find. I always go to Lethia and give them Alpha Cores(despite them not doing anything with them) and a Pristine Nanoforge. For some reason I always hope they'll rise again or send rogue expeditionary forces into the sector to spice things up and give some early limited access to their salvage
Kassadar and Lethia are so interesting that i always colonize some planets in the middle of the trip and give them to factions i have good relations with or to the Independents. That way i actually have several fuel stops to reach Lethia.
As for the Alpha Core thing (you could use Dev Mode and put them yourself on their Heavy Industry.) Getting pristine Ristrezas and Nibelungs is always great!
Oh nice, I was thinking about a new playthrough. I updated some mods and caused unknow mem leak.
I found the Traumtänzer on my own but I heard that there is a quest for it that even gives you a carrier that can spawn blueprint... Where do I find that quest? I already flipped the entire star map.
The Disparax Plasma Cannon fire in a burst of 3 but the tooltips is missing the burst size.
Also, The Inferno legion has a pirate tag that rendered it immune to raid and invasion from NEX.
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
You can have mine if nothing works. I'd never update anything without proper backup :D
https://filebin.net/9a5e9z04nqyw8i77 (https://filebin.net/9a5e9z04nqyw8i77)
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?
You can have mine if nothing works. I'd never update anything without proper backup :D
https://filebin.net/9a5e9z04nqyw8i77 (https://filebin.net/9a5e9z04nqyw8i77)
There's no fix for that, I'm afraid. It's an old bug with the siege system.
Hey,
I've come across a hidden variant of the Castigator I believe, which has the "Lostech Engineering" hullmod. It says "Detailed analysis indicates that the ship may possess other, as of yet undocumented, capabilities". Is there specific stuff to do with this ship ?
Thanks :D
This will break saves
Hi, I'm currently on my third playthrough with this mod and I just love everything about it. The ships are beautiful, new weapons are great, and all this new stuff together with it's backstory makes it incredibly satisfying to explore the Sector. That being said, I have a question - is it possible to find all Rosenritten ships on one savefile? After exploring nearly all of the Sector twice, non including high level [REDACTED] systems, I've only been able to restore 2 Regalias, while only having a salvage option on 3 more. Is the way they spawn random with no guarantee to find all of them in one playtrough, or should I just keep looking for them?
I just loaded your mod in, and got this. Definitely your mod because it doesn't happen before, or after.I got the same. I went through the process of turning all mods off then back on again and narrowed it down to Tahlan, specifically the newer update as when I go back to a previous version it works fine.
(https://cdn.discordapp.com/attachments/333309422506082314/730753003639799848/unknown.png)
Apologies, I felt I should due diligence and went and updated all my libraries and did a fresh reinstall. LazyLib 2.4f, ZZ GraphicsLib 1.4.2, MagicLib 0.29 and Tahlan 0.3.16 are the only active mods, ZZ and Magic being the one's that needed updating - I initially had a crash Fatal Error problem with the commie Castigator file not appearing, so I re-downloaded and plugged in the Tahlan mod on the fresh install and it works fine now, no problems.
So, the problem was just that the libraries were out of date, and I suppose it's a reminder to have Version Checker active/make sure the prerequisite mods are up to date before posting about a problem.
Did anyone experience odd physics with the Izanami-class, when ramming into enemies? For me, being in slow-motion seems to "pull" the enemies with me when they collide, which isn't a big deal but it still makes me wonder if this a common issue with ship systems such as "temporal shell" too?
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
Seems to have broken saves.I had this issue as well. To fix it, I went into my saves folder, went to the specific save, went to the campaign xml, and then searched for tahlan_grid . There were two instances of it, I deleted them and the <st> around them, and now the save works again.
Here's the line in the log.Going to revert back to 0.3.16 for now.Spoiler149331 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_grid] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_grid] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:368)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:362)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:357)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
Hmm, that's my bad, sorry :-XI'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
There literally isn't, here's the line in the options:
#enables the Legio Infernalis system siege event. Requires Legio Infernalis to be enabled.
"enableLegioSiege": true,
That's all, so a simple ''it's bugged'' would have sufficed.
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.
There literally isn't, here's the line in the options:
#enables the Legio Infernalis system siege event. Requires Legio Infernalis to be enabled.
"enableLegioSiege": true,
That's all, so a simple ''it's bugged'' would have sufficed.
might just be a random drop chance from any of the ruins, only problem is its price is so high compared to everything else.The price is appropriate for the ship.
Found a bug where plugging an officer into any of the Regalia mobile armors will permanently change their personality to reckless.
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.
The Samsara and similar hulls have hidden features, yes. The description doesn't change if you figure them out, though.
Could you please elaborate? What are the hidden features? Not sure being obscure on purpose is an interesting feature, just turns it into a frustrating experience for the player.
As a player I get 0 feedback if I'm doing it right or not.
It's a known bug, yes. Will be fixed in the next version.
I've been having problems playing with both this mod and your ScalarTech Solutions faction mod. Whenever I try to play the game with one of them it crashes and says "Invalid Trait low profile." I'm not great at modding so I don't know if it's me being bad at modding or both mods being broken, but I've uninstalled and reinstalled them multiple times from your Patreon and they still crash my game. If you could point me in the right direction to getting these two mods working, it would be much appreciated.
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
There's nothing after that, no.
For the quest to get the rosenritter BP's, does it end after you keep the carrier, get the BP's, and then go find the Traum? The log for it is still showing up in the local tab so just wondering if there's more to find...?
There's nothing after that, no.
I found the Traumtanzer, should i have been able to salvage that thing?
And why would the quest log not "complete"or at least, go away after i "finish" the quest, i've spent a good while trawling through every inch of the sector mentioned in the idea i was missing something.
Ey Nia, what are your thoughts on the Flagellator's system? I mean, uh, do you maybe uhhh ...plan to change it? I was super hyped with it and built, like, 10 (paired with other ships) to counter a Hegemony expedition, but then I got into the first proper battle with them, and they just... suicided. Not even in a helpful way, they yolo'd themselves first second, so them and the enemy ships were flung all the way to their spawn/retreat zone. Then I had to cross the whole map after them, and during that most foes retreated unharmed, while the surviving Flagellators got ganged on and died.
The ship itself feels really good, it works just fine in every way, except that the AI gives not an ass about that and rams my precious bois into the nearest anything. All at once... And then they blow up, and kill my crew, and I gotta recover and repair them, it's so inefficient...
Maybe the LP would really like and enjoy this current system, but in my eyes, it only makes a good platform into a throwaway, self-propelled boulder.
So as to not just be a complaining baby, I'll throw some unwarranted suggestions:
-add an LP variant for the current ship system, maybe with fewer, if any, guns, but more armor and HP. So, a veritable tool of redemption for Luddites, aka flying ram of SPEED.
-trade the system with something mobility-focused, that perhaps disables shields(?) or some other trade-off, to keep true to the ship's name. Like, maneuvering jets, but no shields.
I think the current Porphyrion is too strong. Big hits, perfect aim, additional damage, and EMP to top it off -- it has it all. It needs a nerf of some kind. Right now all the other GH medium ballistic options are a joke compared to it despite the high OP cost. There is very little reason not to use it exclusively.
Also, an anyone explain to me how to make the izanami viable? That thing has the armor of a destroyer...
GH guns are pretty garbage overall.TL;DR
GH ships are overpriced. Only a few a worth their price (Legion, Onslaught)
Izanami is a joke for its price/deployment cost
I am currently enjoying the mod by trying to make an army full of only GH ships equipped with only GH equipment.
Feels like playing hard mode due to how rare the GH ships are (currently can only be found in kassadar), How expensive they are and how bad their weapons are.
To give credit where it's due, I love the design of ships and their weapons. Also the concept of ancient civilization and how they are not a faction is great imo. This mod can be summarised to one sentence: The concept is there but the execution can be improved in more ways than the author realizes.
Also, an anyone explain to me how to make the izanami viable? That thing has the armor of a destroyer...
Made a gif showing off most of the added weapons. Also adding it to the first post in the GH section.
(https://imgur.com/OoeoVvd.gif)
So I've been trying to find a Great Houses Castigator for a while and someone told me it wasn't in the files anymore. I couldn't find a mention of it being removed in the patch notes, but there are a couple mentions of it being gone in this thread. Is there any way to re-enable it or has it been completely deleted? And if it has been deleted does anyone have the files for it or know what version was the last to have it? It was my favorite ship to fly out of all of the mods I play and I would love to get it back into my sector even if it takes some tinkering and 200 cycles to find it again.
So I've been trying to find a Great Houses Castigator for a while and someone told me it wasn't in the files anymore. I couldn't find a mention of it being removed in the patch notes, but there are a couple mentions of it being gone in this thread. Is there any way to re-enable it or has it been completely deleted? And if it has been deleted does anyone have the files for it or know what version was the last to have it? It was my favorite ship to fly out of all of the mods I play and I would love to get it back into my sector even if it takes some tinkering and 200 cycles to find it again.
GH Castigator is entirely gone, there's HVB version of Castigator called Edengate, which is pretty much GH Castigator. Castigator (GH) removal was replaced with lostech Castigator and other lostech ships. Version you're looking for is 0.3.16 or earlier.
How do we deal with the timeless-class ship?
Three of them massacred an entire army of 2 GH onslaught, 2 Vendettas and 1 legion + some destroyers.
Not only they're agile and fast like frigates, they hit pretty hard too. But the most annoying thing are their drones. Holy ***. A horde of billion drones fast as hell melting everything and causing the ship AI to panic...
Anyone dealt with those ships? How did you do it?
P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?
P.S: I actually feel embarassed asking this: are relic Ships like the karma and the Nirvana from this mod?
Yes they are.
I have started another campaign aligned with Kadur (they actually got nuked by the Hegemony, I am now trying to align myself with Pirates, Luddic Path and Hazard Mining Enterprises) and actually found one of the few Relic ships I love so much (from Tahlan Whipworks I think) I was missing: The Nirvana Battlecruiser.
Oh. My God. It's disgusting.
While the Karma, Samsara (30FP) and that other 11FP one with the spacial warp jump are also very potent they also have definite drawbacks considering their very poor PD defence and a 20 degree shield.
They all have very good armor, repair rate, EMP resistance, mobility enchancing skills, very good (although low for their FP cost) weapon mounts, some EMP discharge while venting or high flux (Nirvana does not have this one) and a spontaneous phase cloak sporadically activating under AI control once you take damage. The Nirvana on the other hand has two special abilities so broken that it would still need a minor nerf even if it was bumped from the current 75 all the way up to 100 fleet points.
Do not think that 3 large and 4 medium mounts pointing at the front are not enough for 100FP. This thing will absolutely butcher 3 Onslaughts fighting it at the same time under AI control if you set it up in a way it correctly exploits all the ship's abilities.
The first, way too gratuitous special skill gives it +200% damage dealt with any weapon after it's done venting. It would be logical to only have it activate at, I don't know, a certain flux threshold (not activating if you vent below 60% flux just to name one) but that is not the case. You can literally vent once you have 10 flux built up and you'll do 300% damage for what feels like 3-4 seconds. Imagine having this ability and with 3 Expanded Magazine Autopulse Lasers. Yikes for everything that exists and lacks a fortress shield.
The second ability is, coming from someone that has around a dozen and a half content mods, the most ridiculous thing in the game. It's not broken, it's pulverized. It's not great, it's orgasmic.
Think of a temporal shell like on the Scarab. Picture it in your mind.
Now imagine this skill adding one, bonkers feature that is the following: everything that your ship does minus the damage it deals and the ammo/missile/charges it depletes from the activation until the end of the ability will be reset to the moment before you activated it, including the position of the ship.
Yes. You heard that right. Engage an Onslaught and:
1)activate the ability as soon as it starts firing upon you
2)not even bother raising your itty bitty 20 degree shield and proceed to eat every piece of ordinance it shoots at you
3)empty all your weapons on that mistake of a battleship be it energy, ballistic or missiles to the limit of your flux capacity
4)the ability ends and your ship immediately teleports back to the spot where you activated it with armor, hull and flux reset to fully healed and 0 respectively
5)repeat the process and delete another enemy from the plain of reality
The amount of engagements I can picture my AI controlled "Yaaah, It's Rewind Time" Nirvana Class Battlecruiser losing are very few, and even then I could just pilot it myself and have it become even more ridiculous. It's so strong I don't actually play it myself anymore. The one I have has 3 D-mods (very bad ones too, Degraded Engines and the one reducing weapon range plus another one) and I almost soloed the Red Planet Encounter wich even had two of the big chungus, 65FP+ mod ships in it.
That "Time Shell" special ability ( I think that's the name anyway) is "fine" as it very and I mean very much justifies that 75FP, but that disgusting damage boost has to go or be heavily nerfed and balanced. You can even discard all sense of shame and microvent just before activating Time Shell and just go full Thanos on anything but the Paragon.
My suggestion? Bump the cost up to 85FP, only have the damage boost activate if you vent above 50% flux capacity and reduce it's bonus to "just" 100%.
Won't change it. The ship isn't meant to be balanced, that's the whole *** point.
You can actually tweak that AI behavior yourself, since it's not set in compiled code but in the .json file for the ship system. Just copy the AI field from one of those systems and the ship should treat it exactly the same way.
If there are any issues with it, you should find them pretty fast with simple testing.
You can actually tweak that AI behavior yourself, since it's not set in compiled code but in the .json file for the ship system. Just copy the AI field from one of those systems and the ship should treat it exactly the same way.
If there are any issues with it, you should find them pretty fast with simple testing.
I will try doing that after the campaign is over or when I find many if not all of them across multiple campaigns.
I'm running difficulty mods that also reduce certain/likely recovery chances (especially big ships) to a smaller percentage. I for example managed to get my hands on both Karma and Samsara sitting in the same star system in the previous campaign, while this time around I could not recover either but found three different relic ships I could not recover previously.
I'm probably thinking of doing the easiest thing first and change Fleet Points to something resembling what I feel is a higher and sometimes compromising (roughly 15 to 20% more) value forcing me to build a fleet I bring into battle revolving around supporting these very few and potent units.
I'm also going to try and change how the AI uses certain ablities, altough none of the relic ships I have found so far have had any major letdowns in AI hands other than the Valhalla.
It would be fun to for example tweak how the Kaivalya-class cruiser uses its "Spacial Shift" ability (with its ridicolous amount of max charges), maybe only have it use it when moving in to engage and moving out to disengage instead of the current spam?
You just need to keep that ship on your fleet untill your crew extract all the Rosenritter blueprint out of it and that's about it.
So i was wondering does anyone else think songbirds are OP for 28 DP? I got the blueprint and i am like mass producing them. They rival 40 DP and 45DP ships in term of damage inflicted.Do you put anything in the 2 extra slots? But yeah they're pretty strong against anything that isn't stuffed with flak, though, as usual of me, I think it should be EVEN STRONGER YEAAH
P.S. I am not complaining or anything i was just wondering if anyone else has seen them.
Love THEM
Will we get some logistic ships for RR and GH in future?I think this is already a pretty big mod, and to prevent bloat, it's probably not worth adding a bunch of logistic ships.
honestly if I didn't then nia would have
made account just to ask this, is there a way to remove the "Kassadari Claim" modifier from a colony in game? Like blowing up Kassadar or something ?
made account just to ask this, is there a way to remove the "Kassadari Claim" modifier from a colony in game? Like blowing up Kassadar or something ?
I've seen the way both of you (Agalyon and Zelnik) discuss your opinions. Reasonable people can disagree, but both of you are needlessly confrontational. You can't always control the reception you get, but you can rein that in and see if it makes a difference. I think you'll find people are reacting less to your ideas and more to your tone.Really not sure how I can respond to this. I always make efforts to be polite, even in my handful of interactions in discord. What I think is especially interesting is how you apparently know me by name and yet if I remember correctly you were perma banned from discord for your behavior. I certainly don't want people to think its my intention to be rude and I'm sorry if its ever appeared that way, but I'm not sure you're the person to be telling me to correct my tone.
Ive had a few thoughts that set people off, and I've seen others get it much worse, typically without any kind of explanation as to why beyond "nope, thats stupid" especially on more complicated topics which really isn't healthy. Honestly its pretty silly to not expect someone to be a little defensive or just give up if 5+ people gang up on them in the first place. A lot of the time I will hesitate to speak my mind because I simply don't feel like dealing with the fallout if it occurs.
Zelnik is probably upset because your entire post could be summed up as "that isn't the design direction" which Nia already said, and Zelnik even already said he was perfectly okay with. You're arguing about different things.
The drop change of Tahlan probably better if you play with less mod that add other content, the vanilla map generation have a small loot pool for all those contents so maybe it's feel so rare (maybe I'm wrong, maybe some mod have fix criteria for spawning, like how Rosenritter ship only spawn in Black Holes Star System, I don't know about javascript). The map is not some handcrafted map with onboarding design in mind that guide player where to find all the good stuff, it's a procedural one.
[...]
Download and install Adjusted Sector, then make the number research, mining, or any derelict station and ship much larger, but everything else set to vanilla, it's probably feel a little cheaty but you can pump the number of remnant spawn if you want. With this we have the same size map with more loot to spawn. Really useful for since I have tons of mod installed. Combine this with Ruthless Sector and Starfarer Mode to be more "balance".
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??This is not intended, and probably a bug. Did you happen to change anything in the mod folder?
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
Not sure if it's me or not, but is anyone having a bug with this mod (and other mods that have new Remnant ships) where the Remnant only use the new ships for their fleet instead of using the vanilla Remnant ships and other mods that include new Remnant ships??
I keep encountering Nameless-Class Drone Fleets instead of encountering any vanilla Remnant ships and other mod Remnant ships?
If you have HHE Fighter Expansion mod - disable it, that's the mod causing this issue (it wipes "known ships" list for Remnants and some of stuff for other factions as well).
Where do you guys find the regalia blueprints?It's a specific exploration content thing.
Where do you guys find the regalia blueprints?It's a specific exploration content thing.SpoilerThere's a particular ship you need to find and recover and then keep in your fleet for a while; its location is randomized, but at least somewhat predictable.SpoilerCheck black hole systems. Thoroughly - the Halbmond will turn up in one of them somewhere, but it's frequently well away from the central black hole.[close][close]
SpoilerI checked all black hole systems and the only ship I found is one with a German name (rigveza or something like that) which didn't give me the option to recover.
Is the ship only on black hole systems? If yes, do they usually spawn near planets/wormholes or in some random spots in the system?[close]
Update pls. Great mod BTW!
FYI one of the files in the mod is incorrectly capitalized, which makes loading the mod on linux crash.
graphics/tahlan/weapons/deco/tahlan_Izanami_glow_01.png
needs to have the "I" lowercased
graphics/tahlan/weapons/deco/tahlan_izanami_glow_01.png
^ Sweet! I wanted to ask some things, if that's okay. When Nexerelin is updated to work with 9.5a, will you have to update your stuff again? Questions about secret ships below.SpoilerThe Karma or Kaivalya ships (idk what to call them, the Explorarium-drone-colored rare ships), what if get unlucky and I never get the chance to recover them? Are there blueprints? Can they appear in Explorarium encounters?[close]
Seems like the Korikaze needs some adjusting since the skill tree has made any automated ship have 0% CR, with the skill giving 100% CR divided by the number of automated ships. Makes fielding two of them with the Yuki slightly tricky.
I am struggling to find the "object of interest" in the Shedim Constellation..
I have unlocked all the databanks from the Halbmond. I have the ship with me in my fleet as I explore. I have seen hours looking around and can't find anything. I have sensors placed in each system, explored every asteroid belt and still nothing...
Anyone able to suggest something?
Thank you
Is there a console command to spawn the special RR ship you get at the end of the questline? I've combed through every single star system in the suggested area; nada! Even with console command's boosted sensors *and* the dev mode sensor uncapper (or whatever it's called).If by console you're referring to the Console Commands mod, then yea use the 'list ships' command then 'addship yourwantedship'. If you want to build the ships, use 'list specials' and 'addspecial RRblueprintname'. Also keep looking idk
I've found nothing; it looks like it didn't spawn for me, yet it still told me where to look for it?
Master Nia, have you removed the Pastella's flux debuff modspec? Or was it broken with the update?
Hey Nia,
first and foremost, great job, really love your mod. Since the 0.95a compatibility the Higabana and Dun Scaith seem to have some broken automatic weapon grooup adjustments. Anytime i try to get this to work my whole game crashes with an exception: null. Any suggestions besides manually adjusting?
thx anyways
Hey Nia,
first and foremost, great job, really love your mod. Since the 0.95a compatibility the Higabana and Dun Scaith seem to have some broken automatic weapon grooup adjustments. Anytime i try to get this to work my whole game crashes with an exception: null. Any suggestions besides manually adjusting?
thx anyways
What was rationale behind some weapons balance changes? Magaera still seems fine, but god, Styrix sucks now. It's used to be my "better HVD in large slot" go to pick and instant buy, but now it's weird contender to Gauss role while being worse in every regard.
Is something going on with the Yukikaze/Korikaze ships? They are starting at 0 CR, burning through supply incredibly fast and start taking damage as soon as you take them into combat. Are you supposed to do anything special with this start to avoid blowing up in your first fight?
1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Huh, that is... very weird. Mind telling me what you were fighting at the time?
Either way, I'll add a safeguard against this, but it's something that shouldn't technically be possible to happen unless something *** with flux levels.
I sometimes crash in the middle of battle while using great houses ships along with a pair of halmonds.Code1514506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
at java.awt.Color.testColorValueRange(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at java.awt.Color.<init>(Unknown Source)
at data.scripts.weapons.tahlan_KnightGlowScript.advance(tahlan_KnightGlowScript.java:62)
at com.fs.starfarer.combat.entities.ship.super.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Huh, that is... very weird. Mind telling me what you were fighting at the time?
Either way, I'll add a safeguard against this, but it's something that shouldn't technically be possible to happen unless something *** with flux levels.
I have a mod from more hullmods that causes flux to go down ifor certain amoutn of times. Maybe that one is not playign nice.
The non-faction ships are a nice addition and I don't mind the extra Remnant fleet content challenge.
In my opinion though, all the other content is greatly imbalanced compared to the vanilla content or is too implausibel (e.g. pirates who dominate everyone).
The Infernalis and Great House (not sure) content can be disabled in the ini, but how can I disable all the overpowered, weird German name theme content?
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
Howdy, I've got a repeatable crash that occurs when selecting Open Coms with a Legio Infernalis Special Taskforce that's friendly and patrolling. I've copied the part of the crash log below. I've no clue if it's a interaction that's causing the cash, and I've made a copy of my save that I can provide if it helps.Crash Log54211 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_pirate_encounter_03_friendly.ogg]
54212 [Thread-9] INFO sound.null - Playing music with id [faction_pirate_encounter_03_friendly.ogg]
54482 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StringIndexOutOfBoundsException: String index out of range: 0
java.lang.StringIndexOutOfBoundsException: String index out of range: 0
at java.lang.String.charAt(Unknown Source)
at com.fs.starfarer.rpg.Person.getPostArticle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updatePersonFacts(CoreCampaignPluginImpl.java:432)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.updateP ersonMemory(RuleBasedInteractionDialogPluginImpl.java:140)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.notifyA ctivePersonChanged(RuleBasedInteractionDialogPluginImpl.java:155)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1301)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]mod list"pantera_ANewLevel25",
"lw_autosave",
"timid_admins",
"beyondthesector",
"CaptainsLog",
"capturecrew",
"Csp",
"CAS",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"diyplanets",
"dynamictariffs",
"fluffships",
"gunnyhegexpeditionary",
"hte",
"IndEvo",
"lw_lazylib",
"MagicLib",
"missingships",
"mir",
"nexerelin",
"wisp_perseanchronicles",
"remnant_command_transfer",
"roider",
"PT_ShipDirectionMarker",
"speedUp",
"eli95",
"timid_supply_forging",
"tahlan",
"exalted",
"star_federation",
"TORCHSHIPS",
"vayrashippack",
"prv",
"shaderLib"[close]
Howdy, I've got a repeatable crash that occurs when selecting Open Coms with a Legio Infernalis Special Taskforce that's friendly and patrolling. I've copied the part of the crash log below. I've no clue if it's a interaction that's causing the cash, and I've made a copy of my save that I can provide if it helps.FYI the attempted fix can be tried user-side:Crash Log54211 [Thread-9] INFO sound.O - Creating streaming player for music with id [faction_pirate_encounter_03_friendly.ogg]
54212 [Thread-9] INFO sound.null - Playing music with id [faction_pirate_encounter_03_friendly.ogg]
54482 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StringIndexOutOfBoundsException: String index out of range: 0
java.lang.StringIndexOutOfBoundsException: String index out of range: 0
at java.lang.String.charAt(Unknown Source)
at com.fs.starfarer.rpg.Person.getPostArticle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updatePersonFacts(CoreCampaignPluginImpl.java:432)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.rpg.Person.getMemory(Unknown Source)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.updateP ersonMemory(RuleBasedInteractionDialogPluginImpl.java:140)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.notifyA ctivePersonChanged(RuleBasedInteractionDialogPluginImpl.java:155)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1301)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.V.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.interface.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]mod list"pantera_ANewLevel25",
"lw_autosave",
"timid_admins",
"beyondthesector",
"CaptainsLog",
"capturecrew",
"Csp",
"CAS",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"diyplanets",
"dynamictariffs",
"fluffships",
"gunnyhegexpeditionary",
"hte",
"IndEvo",
"lw_lazylib",
"MagicLib",
"missingships",
"mir",
"nexerelin",
"wisp_perseanchronicles",
"remnant_command_transfer",
"roider",
"PT_ShipDirectionMarker",
"speedUp",
"eli95",
"timid_supply_forging",
"tahlan",
"exalted",
"star_federation",
"TORCHSHIPS",
"vayrashippack",
"prv",
"shaderLib"[close]
"fleetCommander":{"name":""},
Crashes for me when adding flux shunt to the Metalican.
Thought it was because of the build in omni mod, but I removed that and it still crashes. Starsector.log says hullmods.tahlan_AdMechRefit is to blame.
It seems the Nibelung_N variant still have the old Nibelung stat.
1500 armor and shield flux 1.1 in place of the 1600 armor and 1.0 it is now.
I don't know if it is supposed to be or the revision has been postponed since Vayra sector isn't out yet but i mention it here since it is supposed to be a unique variant that seems to be stronger.
- Styrix
- Improved efficiency to 1.2
- Castigators
- Improved shield efficeincy to 1.0
Hello everyone.
I installed many different mods for different content, and I got one ship, I don't know from this mod or another Songbird. Specifically, he has a fortress shield ability that prohibits shooting. Officers abuse it and fight ineffectively because of this. Is there a way to prevent them from using the ship's special abilities?
LI Castigator shield is unchanged. Intentional?
- Styrix
- Improved efficiency to 1.2
- Castigators
- Improved shield efficeincy to 1.0
Love some love to Styrix.
LI Castigator shield is unchanged. Intentional?
Love your work dude, alas, I'm getting a null pointer crash when adjusting weapon layouts in the Dun Scaith and the Scathach. Auto Assign also causes the crash.Do those ship types have 23 or more weapon slots? If so, it is probably a vanilla bug. It should be patched soon-ish.
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
Not sure if it's a Nexerelin or Tahlan issue, but the GH start in Nexerelin has 0 relations with all factions, instead of the 50 with independents and neutral with all except pirates/legio.
I also have a similar problem, I start as Legio Infernalis and I'm neutral with all vanilla factions? The only faction that wants me dead is Kadur Remnant.
The Darnus frigate is way too good imo
I put 2 phase lances + beam optics on it, basically just solo's entire fleets of enemy frigates by itself. It either needs a reduction in offensive power, or a nerf to speed or survival. I don't know the best exact approach mechanically for it and some of the problem might simply be how damn good phase lances are.
Also an AI bug report with the Darnus: If you order it to a capture point, the AI will constantly engage its special move ability and jet away from the capture point and then fly back. It's like it has ADHD.
Darnus is really cool but so good I feel like every other frigate is completely obsolete when I have one.
The Darnus frigate is way too good imo
I put 2 phase lances + beam optics on it, basically just solo's entire fleets of enemy frigates by itself. It either needs a reduction in offensive power, or a nerf to speed or survival. I don't know the best exact approach mechanically for it and some of the problem might simply be how damn good phase lances are.
Also an AI bug report with the Darnus: If you order it to a capture point, the AI will constantly engage its special move ability and jet away from the capture point and then fly back. It's like it has ADHD.
Darnus is really cool but so good I feel like every other frigate is completely obsolete when I have one.
I'll bump up the DP a bit, but otherwise not gonna touch it. Hyperion is stronger still, so I see no reason to nerf the Darnus.
Sorry to ask again, if anyone here knows the answer to this?
Is there any way for me to get 100% emp resist if I'm using forced overdrive? Usually 100% would be Shield Shunt and Flux Resistant Conduits. With Forced Overdrive, it locks out shield shunt. Leaving me at a max of 50%? I'm probably missing something here though.
Any chance you can fix the rosenritter blueprints? as far as i understand if you get the carrier you will slowly get blueprints from researching it. in game it said it depends on my technology skill so im assuming it still calculates research time like in 0.91 when you could level up "technology" itself not just the perks in it
Any chance you can fix the rosenritter blueprints? as far as i understand if you get the carrier you will slowly get blueprints from researching it. in game it said it depends on my technology skill so im assuming it still calculates research time like in 0.91 when you could level up "technology" itself not just the perks in it
Something has been bothering me about the Rosenritter ships, they cost quite alot to be deployed, like one of the battlecruisers cost 70 points to deploy and the regalia's cost 25. Is this intended? Considering the max deployment is 240.
Something has been bothering me about the Rosenritter ships, they cost quite alot to be deployed, like one of the battlecruisers cost 70 points to deploy and the regalia's cost 25. Is this intended? Considering the max deployment is 240.
I think that phase cruiser Poltergeist should have build in mod "phasefield" that reduces emissions.
I mean, its a phase ship, and all vanilla phase ships have this mod.
Well, i was going to say that it was weird the Great House seems to make you neutral to everyone and everything but looking at the file it seems to be functioning as intended ? Even the Remnant are at 0 ;D
So that great !
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.Wrong mod.
derelict industries bad mkaylol, no
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
However, i wanted to touch on what i don't really appreciate about this mod: Forge templates and Industrial ruins.Wrong mod.
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
Getting a crash on the new update saying it can't find the hull for the relic castigator. I am trying to run this on a save that had the previous version of Tahlan Shipworks so I'm wondering if it just isn't save compatible. Anyways cheers on the new update and it looks like I just gotta start a new run.
Copy from prev. version of the mod "data/hulls/tahlan_Castigator_NC.ship and tahlan_Castigator_relic.ship".
Copy from prev. version of the mod "data/variants/tahlan_Castigator_relic_relic.variant, tahlan_Castigator_relic_phantom.variant and tahlan_Castigator_NC_custom.variant"
Open Ship_data.csf and find "#Edengate" - remove the hash tag.
You'r done* and new version should now work.
* U can use the hash tag method to unlock the relic Castigator ( depending on game save state u may need to )
GL HF
The lovely ristreza feels OP in player hands, but somewhat under...P...when piloted by the AI. Maybe it's super cannon could be dialled back, and disconnected from the ship's special move?
I love it anyways, though, its always got a spot in my fleets.
The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )Alteria is objectively superior, and the bass shots are god-tier. Maybe increase the Styrix's burst, while more or less maintaining the flux cost (in your end, lest Nia roasts me).
is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
I'm curious, what do you tend to prefer, the Styrix or the Alteria? Styrix costs more, but seems to have only a TEENY bit more range to show for it.. while the Alteria seems to do way better even against armor (the enery damage of the Styrix against armor not looking like it makes a difference... )Alteria is objectively superior, and the bass shots are god-tier. Maybe increase the Styrix's burst, while more or less maintaining the flux cost (in your end, lest Nia roasts me).
is there something i'm missing about the Styrix to justify the cost, beyond the damn good looks?
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
Happened to look at the code yesterday, how it works is:
- If you have a level 5 technology skill (Special Modifications or Automated Ships) your aptitude for the BP unlock is 3
- Otherwise, if you have a level 3 skill (Electronic Warfare/Fighter Uplink) it's 2
- Otherwise, if you have a level 1 skill (Sensors/Navigation) it's 1
- If you have no tech skills at all your aptitude is 0
and each aptitude point makes blueprint unlocking 100% faster.
It's got 1200 range and far superior efficiency compared to the Gauss. It really doesn't need to be any stronger. Stop trying to use it like a Mk9
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.
Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
Happened to look at the code yesterday, how it works is:
- If you have a level 5 technology skill (Special Modifications or Automated Ships) your aptitude for the BP unlock is 3
- Otherwise, if you have a level 3 skill (Electronic Warfare/Fighter Uplink) it's 2
- Otherwise, if you have a level 1 skill (Sensors/Navigation) it's 1
- If you have no tech skills at all your aptitude is 0
and each aptitude point makes blueprint unlocking 100% faster.
It's got 1200 range and far superior efficiency compared to the Gauss. It really doesn't need to be any stronger. Stop trying to use it like a Mk9
The weapon isn't bad at all when taken in a vacuum... just overpriced in my opinion when the Alteria has way more kinetic damage output for cheaper to fit.. 400 dps vs 250 (286 against hull and armor if we take max possible energy damage on every shot, and its not like the Alteria does a lot less per shot damage against armor).. guess it falls down to how much other weapons tax your flux in your overall fit or how much you want that extra 200 range. Overall I'd price them the same or slightly cheaper for the Styrix (or hell, maybe it's the Alteria that's overtuned with its damage output, no idea... but comparing the two makes me feel like something isn't right between these two) As for the comparison with the gauss.. if you can take the flux cost, it's just flat out better than the styrix, both in term of DPS and per shot damage (which means the Gauss deals with armor way better)... for cheaper to fit.
Don't use it then
Don't use it then
Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.
Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/
Don't use it then
Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.
Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/
No, I'm saying if the weapon doesn't work out for you, don't use it. It is good enough as it is, though, being an extreme-range option that has good enough efficiency to still be capable at closer ranges and upper-range armour pen for a kinetic weapon. If I buff its armour pen and/or dps, I have to nerf the efficiency and then it just turns into a Gauss reskin. Range is an incredibly powerful stat for a weapon, but if you don't value it, that's on you. I can't make every gun please everyone. If a weapon doesn't work for you, don't use it. If you think the Gauss is just flat out better, use a Gauss.
I was using Traumtanzer for quite some time at this point as my flagship and I have a little bit of feedback on its balance. Initially it looked to me incredibly overpriced (DP-wise) for its stats and mounts. So I decided to playtest it just to be sure that I'm not mistaken before leaving feedback on it. However, as it turned out, it's so synergetic with itself, that it's in fact not only worth its points, it's also incredibly strong compared to other ships of similar cost with player's piloting. The reason why it's so synergetic is because despite its shields being mediocre and range being OK, its system allows it to jump into a fight, unload a whole bunch of missiles, retreat and then just vent hard flux buildup. It's very unexpectedly strong in practice. So I'm just leaving it here because this ship does seem to be not worth its points on first glance, so I expect other people (who have not actually tried it) to complain about it being obviously overpriced.
However, its iconic Vund-Pattern Autoforge sounds amazing mechanically, but in practice does next to nothing: typical long battle takes up to around 4 minutes and during that time it'll recover 40% out of base missile ammunition which is just a little more than 10% with expanded missile racks and the captain skill, which makes this amazing hull mod not very impactful. I think just buffing its production rate might be too OP in overstretched battles, so I think maybe increase it like 3 times, but also give it a cap at how much it can produce? I mean, it's not a huge deal, the ship is very strong as-is, I just wish this unique mod actually had some impact.
Beside that, wow, I finally found the Nirvana. What a ship! However, I noticed that its system does not affect the state of rockets, is that intended?
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!
on the Patreon "Recent Post" sidebar
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
not sure if posting here is proper, but how do i modify the Forced Overdrive hullmod ? i tried to raise armor regain back to 100% by removing "/2" in the "ARMOR_MAULUS_CAPITAL/2" in tahlan_ForcedOverdrive.java , but nothing changed.
i also tried to change the penalty value from "300f" to "200f" in tahlan_KnightRefit.java but nothing changed too.
zero knowledge in java or coding tho
Metafalica battleship has given me an error in a modded playthrough. The Shock Blast function in its Phira guns crashes my game when the projectiles collide with objects like ships. Here's the starsector.log info. I'm no guru on starsector so I don't know if the crash is due to the mods I have installed or something else.
216692 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Metafalica battleship has given me an error in a modded playthrough. The Shock Blast function in its Phira guns crashes my game when the projectiles collide with objects like ships. Here's the starsector.log info. I'm no guru on starsector so I don't know if the crash is due to the mods I have installed or something else.
216692 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is your MagicLib on the latest version?
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!having error with 0.6a alsoCodeERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!
it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway
Stick to 0.6 or start a new save. 0.6a has limited compatibility with 0.6.
the Castigator Relic hull and variants file are lacking, i copied them from an older version and it worked
You have to remove the # infront of castigator_relic in ship_data.csv too... i'm guessing thats just a simple easy way to stop it from loading? but i'm not sure why as the changelog doesnt say that the ship was removed?
You have to remove the # infront of castigator_relic in ship_data.csv too... i'm guessing thats just a simple easy way to stop it from loading? but i'm not sure why as the changelog doesnt say that the ship was removed?
tahlan_Castigator_relic is the Kaivalya, which is mentioned as being removed in the 0.6 changelog. In 0.6, it didn't spawn anymore and it was really removed in 0.6a.
So how badly does Shipworks react to being plugged into an existing game? Will the new ships start sliding in to new fleets and salvage lists etc?The ships and weapons should appear with factions that have them, yeah. Not sure what happens with salvage.
Update your MagicLib.Spoiler1322116 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_PhiraOnHitEffect.onHit(tahlan_PhiraOnHitEffect.java:46)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Getting this error when I'm using the MetaFalica. Mods running :Spoiler: [
"lw_autosave",
"Azurlane",
"beyondthesector",
"lw_console",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"gflportraitpack",
"gflportraitpack2",
"GrandColonies",
"HHE",
"sun_hyperdrive",
"IndEvo",
"kadur_remnant",
"lw_lazylib",
"MagicLib",
"missingships",
"su_CarrierHullmod",
"nexerelin",
"wisp_perseanchronicles",
"QualityCaptains",
"remnant_command_transfer",
"SEEKER",
"speedUp",
"tahlan",
"transfer_all_items",
"vayrashippack"
]}[close]
So, I tried starting GH, random core worlds off, Kassadar is Independent but "my" planet so it's basically just a substantial credit sink from the get go. Just checking if this is intended behaviour.
Hello! Ship's sprites super great (in particular castella my favourite)! But im curious is there a option to turn off kassander engineering ( to make sector look like more lore friendly)? I had been searching thru config files and more but may be im blind. and yes, i tried turn off kassander planet.
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
As an aside, that's one hell of a game version this update requires :V
Question, how are you supposed to find the Rosenritter quest, I had a super long vanilla game with the 0.5 version of this mod and never found it. I did find 1 Rosenritter derelict after going through about 50% of the explorable star systems, but nothing else from them.
Update 0.7 - Sunderest time
(https://imgur.com/jlu1JX1.png) (https://imgur.com/o0gASKH.png)
New boat, Izanami makeover, fun stuff all around!
Download and changelog here (https://www.patreon.com/posts/52648328)
tahlan_skyrend_cover_Normal.png
tahlan_skyrend_cover_normal.png
return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
return (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.True, since the game treats left angle as a negative value, you will have to get the absolute value of it.
Line 71:CodeThis will always return true on the ships left arc, as it produces a negative rather than positive value in that instance and as such will always be lower than the degrees value.return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
Solution:Codereturn (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
Hi. My game is crashing while i using a Metafalica's Phira cannons in the 1st mode (energy shells), all other modes works fine. Not sure if it is a mod bug or just a incompatibility with anoter mods...Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:
There's a error message from game log:
Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:Thanks, it helped
https://fractalsoftworks.com/forum/index.php?topic=13718.0
EDIT: after searching the changelog I have to ask is the Traumtänzer the thing I am searching for? If so I found it ages ago. Actually found it in my like my 3rd or 4th searched system. Found the carrier only recently.
Obligatory question: is it safe to update to 0.7 in the middle of a run?
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.
Line 71:CodeThis will always return true on the ships left arc, as it produces a negative rather than positive value in that instance and as such will always be lower than the degrees value.return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
Solution:Codereturn (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);
I'm having a CTD with the newest version because it seems a certain "tahlan_castigator_relic" ship is simply missing from the .7 version of the mod. I think this is the ark metallican (sp?) cruiser, but I'm not sure.
I didn't see anything in the changelog about castigators, so I assume this is unintentional? Or did my download break?
I'm having a CTD with the newest version because it seems a certain "tahlan_castigator_relic" ship is simply missing from the .7 version of the mod. I think this is the ark metallican (sp?) cruiser, but I'm not sure.
I didn't see anything in the changelog about castigators, so I assume this is unintentional? Or did my download break?
It was soft-removed in the previous version. If you carried a save with it over from the version before that, it won't be compatible with newer versions.
Hi, thought I'd make an account just to let you know I can't use starsector without your mod! A must have for me, no questions asked.
Ah, I went to test out your changes to the Nibelung and it's variants and the -10 OP to large weapon mounts does not seem to apply (only tested the Armiger, Mjolnir, Alteria, Amboss + a random large energy so far) Also, the Nibelung_rg variant used to have +20 OP more than the regular ones but it didn't have that parallel targeting core, now it doesn't have that nor any extra OP, not sure if it was overlooked!
Thanks again for the awesome work!
For reference the special bounties are still disabled due to VS not being updated yet, correct?
I'd just like to say this is one of my favorite mods, and it has some of my favorite ships. Just killed a level 1 high-tech orbital station with a Cinderblade, a pirate Dominator, a Flagellator, and a small support carrier. I basically just used the others as shelter for my Cinderblade to vent, but they did strip the armor a bit. The Flagellators are probably my second-favorite after the Cinderblade, since the AI just smashes them into stuff, even without an officer, so I can easily nuke the rest of the enemy with a high firepower ship, which just so happens to match my playstyle perfectly.
By the way, is there a way to get a Cinderblade besides the custom start and Vayra's Sector(in which I'm assuming it's possible to get it by doing the 'custom bounties')? I'd like to have more of them because they're so awesome looking. Maybe they're just really rare, but I haven't seen them in Stellar Networks, so I'm assuming they don't spawn or just don't spawn often.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
Read the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
deleted the old saves in the config and still the same error.
aww man, why make the Scathach unobtainable? isn't selling HVB ships the whole point of the Prism Freeport? or at least one of its main uses?
IIRC the freeport specifically sells HVB bounties because Vayra's Sector is not updated so you could not get them otherwise, so I think it is weird to specifically disable that for the Scathach and make it unobtainable
Don't get me wrong, it seems weird to me as well to specifically disable one particular design, I just don't think it's a real issue.
Buying unique ships is already a workaround as you're not "earning" them the proper way, so at that point I don't see much of a difference to using the console.
The game crash when I try to use "Project Cashmere" gun.Spoiler73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
The game crash when I try to use "Project Cashmere" gun.Spoiler73294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
java.lang.NoSuchMethodError: data.scripts.plugins.MagicTrailPlugin.AddTrailMemberAdvanced(Lcom/fs/starfarer/api/combat/CombatEntityAPI;FLcom/fs/starfarer/api/graphics/SpriteAPI;Lorg/lwjgl/util/vector/Vector2f;FFFFFFFLjava/awt/Color;Ljava/awt/Color;FFFFIIFFFLorg/lwjgl/util/vector/Vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/CombatEngineLayers;F)V
at data.scripts.weapons.tahlan_CashmereScript.advance(tahlan_CashmereScript.java:173)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Update MagicLib.
If I have to point that out one more time...
Any plans for more GH ship / weapon sprite overhauls as done with the Izanami?
Supposedly the Halbmond spawns in a black hole system, however, through my entire campaign I have not seen it at all. Is it possible to get a random-generated derelict ship mission that will tell me where it is?
Idk why, but some weapon is showing [database_error] on the design type.
edit : seems like this is only the case for weapon like project silk, project velvet etc etc
Hey I've been hunting for tahlans more secretive ships. At some point in my playthrough I've acquired a project silk weapon. Since I have this weapon would it mean that I might've accidentally salvaged a one of a kind ship for it, or could've it been acquired through other means I've forgotten
Hey, about the Dun Scaith, is there a Great Houses version?
Were the relic ships removed? in my latest run i havent encountered a single one, or even any of their weapons.
I am having issues starting the game with this mod enabled. The game does not load and a message box says "Fatal: Ship hell spec [tahlan_Castigator_NC] not Found!" I have not tried to edite any of the files
The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.
Timeless Prototype class drone mother ship.SpoilerFound these blueprints and it seems to belong to this mod. It the most beautiful ship I've ever seen, but I doubt it's worth the 70 DP and 1.5 million building price tag. It's also worth 5 million or 250,000 points to Nex's BP trader. (25 capital ship plans can be bought for that). In 1v1 battle against a paragon on auto it lost just barely, but paragon is 60dp and half a million.
Anyone have any experience with this ship? These plans are sitting in my storage for now.[close]
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.The Regalia are the Mobile Armour Destroyer and Frigates plus the fighters you got from Halbmonds BP.
Thanks for the info!
Now, I got 1 last question, if ya don't mind...
When it says the regalia gantry "services" regalia, What does that mean?
...Thanks. Since I went from like 6 mods in version .91 to 40 mods in .95 I'm unfamiliar with too much, I restarted in .95 after a couple days when Vayla's Bootleg was released and also got ship and weapons pack, and really it's an amazing amount of stuff going on. I'm going to use the BP to fund a library of capitals so I get to play with all of it. ;D
Okay, the Regalia have high maintenance costs, with the gantry the costs go down. That's it.
Is it save compatible?
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.
Any particular reason why the Nibelung fast battleship has a base burn speed of 7?
This seems rather slow considering its in battle speed is faster than some battlecruisers that have a burn speed of 8.
It's an old ship with an old engine system probably.
Fisrst of all, Really big thx for this awesome mode.
Can you tell me please, after last patch, how can we obtain Scathach?
You can'tRead the comment above, however I am having an issue for a different ship. Getting a fatal error "ship hull spec [tahlan_castigator_NC] not found.
What do.
Thanks.
Ship was removed. You're a few updates behind. Current one won't be compatible with your save.
Why remove my favourite ship????? Are you planning on bringing it back?
Isn't it still in as a HVB?
The Cordite for some reason has the PHASE hint and is counted in the phase corps skill. Was it a phase ship at some point?
While fiddling around with the Nessie to see how bad it is after the phase cloak nerf, I noticed that it the Large slot is functionally a hardpoint but not actually one so it doesn't get the recoil bonus.SpoilerAlso the Bento (LP) has Low Tech instead of Luddic Path as tech/manufacturer.Blockhead (LP) variants+default_ship_roles plz[close]
On another note, Lethia's spawn location doesn't respect the sector seed. Unless there is a reason, why not use sector.getSeedString().hashCode() for the Random() seed?
Hey Thal, love the ships and thanks for the Taffeta fixes haha. The Patreon link on page 1 still links to 7.4 rather then 7.5 so people might miss the newer post if they don't go looking for it on the Patreon page.
Keep up the amazing work.
Went and updated that. I've been busy, frankly, haven't really played the new update at all yet.
Just asking about the Silberhertz core, I think it might just be a minor description issue.
it says that "the need for specialized maintenance equipment means supply use for maintenance is null" I assume this is supposed to be similar to the other lines about the penalty for not having support equipment
Update your mods. That bug was fixed ages ago
Ok so I saw the AI do a little phase-skip in a lostech frig...but its stated ship-power is a flux-explosion.That's not a manually trigger-able thing, it occurs on taking enough damage in a short period of time.
How does one do the phase-skip?
I noticed the...durability effect as well. I'm beginning to believe the rumors.snipThat's not a manually trigger-able thing, it occurs on taking enough damage in a short period of time.
Lostech ships also have a few neat tricks up their sleeves, which imo are more than sufficient compensation for the very narrow shield arc.
is there a way to force the derelict spawns with sector generation? i've checked my last couple of games with commands but no nirvanna class spawns only, i've read somewhere it's not guaranteed for the lostech derelicts to spawn?
So I've been having a problem for a little while with Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy in my save atm. Is there some setting or other I can tweak to make it a bit easier for factions to defend themselves against Legio in particular? So far all other fleets seem to be acting normal in that there seems to be a 50/50 chance that they may or may not conquer whatever planet they're invading, but unless I'm there with my entire fleet of multiple capitals and support craft, the Legio fleets flatten the defenders every time and take over their planet. I've tried simply taking back everything, but tedium aside, this results in Saturation bombardments reducing the colonies to ash, so it's ultimately futile. So is there anything I can do to balance them out a bit other than going planet to planet and taking them out? I'd rather not face that process again. I've been loving the mod otherwise, and really don't want to just turn off LI since they're one of the few factions I take seriously when fighting.
So I've been having a problem for a little while with Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy in my save atm. Is there some setting or other I can tweak to make it a bit easier for factions to defend themselves against Legio in particular? So far all other fleets seem to be acting normal in that there seems to be a 50/50 chance that they may or may not conquer whatever planet they're invading, but unless I'm there with my entire fleet of multiple capitals and support craft, the Legio fleets flatten the defenders every time and take over their planet. I've tried simply taking back everything, but tedium aside, this results in Saturation bombardments reducing the colonies to ash, so it's ultimately futile. So is there anything I can do to balance them out a bit other than going planet to planet and taking them out? I'd rather not face that process again. I've been loving the mod otherwise, and really don't want to just turn off LI since they're one of the few factions I take seriously when fighting.
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
You're kinda meant to take full advantage of Nex's features in dealing with them, yeah.
Ok, in my save I'm currently occupying their home worlds and I let them take back the fortress in the system. I'm not sure how much of a difference I noticed in fleet strength, but when I was taking Luciforn they did sue for a cease fire as I was invading so I guess it did something. Maybe to help with the tediousness I'll try sending out fleets to do part of the work, especially the invasion bit as I find that the most tedious
You're kinda meant to take full advantage of Nex's features in dealing with them, yeah.
Fair enough :P but I only learned about the fleets thing a few days ago lol it's been kinda handy for guarding things while they get their defenses back up, but I've it used it for anything else yet. I've just been doing everything myself until now
Legio eating the entire sector for breakfast while I'm busy with other things, Sindia is already long gone and Tri Tach isn't looking too healthy
Is there a way to add back the eden? it was my favourite ship.
Love the mod! It's probably been asked before but is there any chance that the Rosenritter would get fleshed out as their own full faction? I really like them.
Is there a way to add back the eden? it was my favourite ship.
noLove the mod! It's probably been asked before but is there any chance that the Rosenritter would get fleshed out as their own full faction? I really like them.
also no
Good day.
I really like the ships [database_error], but there are cases that they can only be restored for history points. Is it possible to make them always recoverable even without history points? Ships are very rare, and history points run out at the most inopportune moment.
Hello,Thanks, but thats not the one, the one I remember was slimmer like the Ristreza but you are right on the system, it was a phase skimmer. Maybe the ship was removed or added by a mod, I remember being a Regalia ship with a Rosenritter paint job.
The ship you are looking for is the traumtänzer-class battlecruiser hull.
does this mod adds a mining capital ship ? i remember having one in my game and the flavor text saying it was a retrofit station, but i don't remember what mod added it
would adjusted sector or other mods mess with blackhole rare ship spawns?
i've explored all black holes in the sector and found nary but one titanic, which is from seeker, and one small ship from legacy of arkgneisis.
but nothing of lostech and rosenritter ships.
i haven't touched the settings, so wondering if other adjusted sector users have found them.
Having a fair bit of trouble figuring out what i did, in all my previous saves i was able to find the unique ships from this pack at prism spaceport, but now i cant. Even if i reinstall the mods which makes me think i edited some list somewhere but for the life of me i can't seem to redo it. Anyone who knows more about how mods and how the files are organized able to point me in the right direction here? so I can change it so the uniquer ships show back up at prism free port? ships like the malefica?
So with a quest line in vanilla - what about reworking legio to be tied to it? Basically instead of just being there from the very start, Legio would arrive to the sector from the activated gates and swiftly take a foothold in one of the core systems with gate present. And after that they would exist just like any other faction, if a very aggressive one. Kind of like a Stellaris late game crisis.
So I just encountered the Legio for the first time since updating, and I've got Hel-Hammerheads one-shotting paragons at zero flux with their shields up. And it's not just low armor - I had a Onslaught one-shot as well. Is this intended? Seems pretty odd for a destroyer to be able to one-shot S-modded-up capitals at zero flux.
So I just encountered the Legio for the first time since updating, and I've got Hel-Hammerheads one-shotting paragons at zero flux with their shields up. And it's not just low armor - I had a Onslaught one-shot as well. Is this intended? Seems pretty odd for a destroyer to be able to one-shot S-modded-up capitals at zero flux.
Could you post your loadouts for those ships maybe?
I did some testing and can't really detect any unexpected behaviour. Maybe some unlucky reaper hits? Hel Hammerheads carry two large weapons so they have some pretty heavy firepower and depending on the loadout and captain (they can have alpha cores) they have some heavy burst damage capability. That's all I can say for the moment from my testing, though.
edit:
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
On a note, all Daemons have some innate bonus damage to larger ships. They are very much designed to be particularly effective against capital spam to encourage proper fleetbuilding.
*sigh* back to hyperion spam
55318 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_coildischarge] not found in ship_systems.csv
55813 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
could not find the Ship system [tahlan_coildischarge] in data ship system even download again zip file also miss it i think
49775 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_divinemight_nc] not found in ship_systems.csv
49832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
Tried redownloading botw Tahlan Shipworks and Scalartech
49775 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_divinemight_nc] not found in ship_systems.csv
49832 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
Tried redownloading botw Tahlan Shipworks and Scalartech
Delete old versions before updating mods
// Scrub police v2
// If someone finds this, I might remove it. Kinda just want to see if the pl*yers manage to figure it out.
@Override
public String modifyDamageDealt(Object param, CombatEntityAPI target, DamageAPI damage, Vector2f point, boolean shieldHit) {
if (!(target instanceof ShipAPI)) {
return null;
}
ShipAPI enemy = (ShipAPI) target;
if (enemy.getVariant().hasHullMod("es_shiplevelHM")) {
// Clown mod gets clown damage
damage.setDamage(damage.getDamage()*MathUtils.getRandomNumberInRange(1f,5f));
return null;
}
if (enemy.getHullSpec().getHullId().contains("MSS_") || enemy.getVariant().hasHullMod("CHM_mayasura") || enemy.getHullSpec().getHullId().contains("missp_")) {
damage.setDamage(damage.getDamage()*1.5f);
return null;
}
if (enemy.getHullSpec().getHullId().contains("tesseract") || enemy.getHullSpec().getHullId().contains("facet") || enemy.getHullSpec().getHullId().contains("shard_")) {
damage.setDamage(damage.getDamage()*2f);
return null;
}
return null;
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.Not that I disagree with you but the mods you listed aren’t even in the same realm of op with the things in that script except maybe avatar core. They for sure should have listed it so people know what they’re getting into but if they want to maintain some level of actual challenge with things that invalidate the challenge I don’t see the problem
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
Don't let the h8ters get you down! Keep those balance changes coming. Hoping for those -100% damage on stinger shipyard ships next patch
by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?Reading isn't your strong suit, is it?
holy *** all I did was ask what he had against mayasura that made him add that faction’s hulls to the nerf list (alongside doritos)by the way, what the *** is with Mayasuran ships being nerfed by the fun police shitcode? did noah get attacked by a shark as a kid, and later decided that anything to do with sharks of any kind had to be nerfed?Reading isn't your strong suit, is it?
Don't code while drunk, kids.instructions unclear, accidentally kitbashed random crap into two onslaughts
Then you really need to take some time away from the Discord and it's culture. The Legio are also now basically an "always turn them off" deal, and in the worst case users will need to check your mods for any other stealth balance changes to other mods.
This is incredibly disappointing and it's an actual, no-nonsense Pandora's Box for modding. Mods, even parts of mods, attempting to alter the balance of each other with completely hidden, unannounced changes is the pathway to effective modding anarchy and ruins the experience for the end user for the sake of you trying to "own" other modders you dislike. While it's a bit silly to call it "unprofessional" (most mod-makers are doing this for fun, not for "professionalism"), it's still incredibly disrespectful to the people who download the mod in good faith.
I get that you want the Legio to be a legitimate "boss faction" and major challenge to the user. But even aside from some of the other issues with them (I'd been meaning to post for a while that I think, especially with the Legio hyperspace sieges no longer really working, they're too similar to just a normal faction and aren't really managing to accomplish their mission, and if anything it's too easy to get overpowered ships from them), this is a terrible way to go about it. Starsector works fairly hard to make sure that everything involved in combat is transparent to the user, and arbitrarily changing that, even for a particular classification of ships, just makes the experience worse for users who may not even be aware that other mods may be considered unbalanced by other modders.
And, more to the point, individual modders will do what they want to do. They will pursue their own goals with their work, and it is up to the user to decide if it's something they want as part of their game and how balanced and enjoyable it is. Trying to "police" the user's experience is an exercise in futility, because they will assemble the experience they want to have. It may be frustrating to see other mods making choices you strongly disagree with, but you simply have to accept that they exist.
This whole thing is also arbitrary. Why aren't the DME Brave Blade or Alauda targeted here? The former is "overpowered" on purpose, balanced currently by the fact that it's exclusive to one start and can't be recovered, and the latter isn't usable but can be consoled in to a fleet the same way a Tesseract can. Why not target anything with Modern Carriers hullmods, which are often considered overpowered? Why not WINGCOM from Arma Armatura, or other AA stuff generally, which does have some balance questions despite how fun it can be? How much of this is trying to address "balance", and how much of this is trying to dunk on specific modders simply because you dislike them as people because of your Discord interactions with them? What's the line, where's the criteria? There's just so many problems with doing things this way.
And seriously, get a therapist. We'd all appreciate it.
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.Yeah, in retrospect that wrecked a post that could have been useful. My apologies to everyone.
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.
I'm sorry to bother you. Please forgive me for being annoying .May I ask your permission to translate your 'Tahlan Shipworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Cleaned up the thread a bit; opening it back up. At this point - since I believe Nia removed the code in question, and pretty much anything that might have needed to be said has been said - further discussion of this in the topic seems counter-productive and will be removed.
With all due respect Alex, where would be a good place for discussing this, it seems that this thread would be the best place given it was this mod the code was snuck in to? Perhaps it would best if you put out a blanket statement somewhere visible to address the issue as I fear any attempts to silence the discussion may be seen as an attempt to cover for Nia.
Alright, went ahead and rushed this along so people can have their peace of mind.
thanks dudeI'm sorry to bother you. Please forgive me for being annoying .May I ask your permission to translate your 'Tahlan Shipworks ' into chineses ? then upload to a Chinese forum,sure,it's free for everyone
Yeah, sure. Strings should all be externalised. No need to translate any of the Legio siege classes, they are deprecated and will be removed soon.
So now, I can safely play this mod without any fear of wacky interaction between other mods that might make my gameplay strange?At least I thought it was stable and didn't report any errors because of it
I'm kinda scared, wish I can get a confirmation.
At least I thought it was stable and didn't report any errors because of itAh I mean, more balancing things. hidden multiplier and all such which can not be known from player perspectives.
So now, I can safely play this mod without any fear of wacky interaction between other mods that might make my gameplay strange?
I'm kinda scared, wish I can get a confirmation.
yesThank you!
// If you're not balancing your mods, I'll just counterbalans
if (weapon.getId().contains("sw_") || weapon.getId().contains("HIVER_")) {
damage.setDamage(damage.getDamage() * 0.25f);
-I was told by somebody that you included a piece of code in your mod that tampers with my mod stats (Superweapons) when combined with/against your ships/mod content, i didn't care but decided to take a look anyway.
-In java file "tahlan_DaemonCore" located in data/scripts/hullmods/.. lines between 200-202 i quote:
Code
// If you're not balancing your mods, I'll just counterbalans
if (weapon.getId().contains("sw_") || weapon.getId().contains("HIVER_")) {
damage.setDamage(damage.getDamage() * 0.25f);
-As far is i understand this line of code reduces all damage taken from "any" superweapon by 75%, i like that as a feature for some ships to counter my weapons but your comment shows that you think i don't care about my mod or it's balance.
-I am not offended despite being told that you also bad mouth my mod on discord from time to time, it's your right to dislike something, but what you have done in your mod is very dangerous, when you write a piece of code that completely shuts down someone elses work it affects people's experience without giving them a choice in the matter, if you think my work is unbalanced that's fine, but you can't force that thought over other people by modifying stuff within your files.
-Remember that it's people who make the choice of using our mods, if they think that "Superweapons" is bad they simply don't use it and i am completely fine with that.
-I just hope that you don't start a trend where every modder would go and write something in their files that changes how someone else mod work because they don't like said mod or it's balance.
Note: I still like all of your mods and will keep using them without modifying anything.
~Have a nice day.
as long as this mod isn't actively interfering with others, I dont see why they couldn't make their OWN stuff resistant to say, superweapons. It's not breaking your game, or the other modAs stated before, i have no issue with that either, it's the comment that Nia left within their file is what showed their true motivation behind the change:
#enables the Legio Infernalis, an elite pirate faction. Disable if no balls.I mean you kinda taunting them i guess. JK.
"enableLegio": true,
as long as this mod isn't actively interfering with others, I dont see why they couldn't make their OWN stuff resistant to say, superweapons. It's not breaking your game, or the other modAs stated before, i have no issue with that either, it's the comment that Nia left within their file is what showed their true motivation behind the change:
"// If you're not balancing your mods, I'll just counterbalans"
It's not about being a feature, it's about policing other mods they don't like.
You should add a line of code to your mod that makes the weapons do 1000% more damage to tahlan shipworks ships lol
Quote#enables the Legio Infernalis, an elite pirate faction. Disable if no balls.I mean you kinda taunting them i guess. JK.
"enableLegio": true,
I'm torn. I very much like Kassadar, I like the Kassadar ships, I like most of the other ships, I like the Legio ships. I even like the idea of the Legio and the attempt to make them a serious and interesting challenge.
But the Legio themselves are definitely becoming a "always turn these fuckheads off" thing. They should not exist in this game. They are poisonous to the game experience. They impose themselves on the player, they force the player to play one particular way and focusing on one particular set of objectives, until Lucifron is satbombed. The longer the player attempts to avoid addressing them, the worse of a problem they become and the more they disfigure the rest of the game experience. They take away choices rather than adding them in and that alone makes them bad game design.
I would like to see a version of Legio that is an ordinary minor faction - well-entrenched, but no more of this "all invasions always succeed" crap - until such time as some trigger gets hit that turbocharges them into the present form. The trigger could be toggleable on day 1 or 30 years later, depending on when or if the player desires. That would be interesting and it would allow the player to scale the challenge to preference. But the current implementation just forces itself in where it's not wanted and makes the whole game be about defeating them, disregarding anything else the player might want to be doing - and attempting to force a certain experience on the player regardless of player preferences particularly stands out given recent events.
Anyway this is not a good player experience and I expect this effect is a major part of why people make comments like "always turn Legio off".
If I want to play as a super-pirate faction, right now the space commie faction in Vayra's are a much better way to do it, and if I want a threatening but beatable juggernaut to fight against the HamAgony does that well enough for a filthy casual like me.
I feel like I see a different Legio than everyone else. I have played many games with Tahlan and in all of them I've just ignored legio. They usually get killed by other in factions in my games, in fact. I do not feel compelled to play any particular way because they exist because I've never seen them do anything (in hundreds of hours) besides get crushed, though in my current game they are doing alright since they allied with Arkgneisis or w/e
Just saying
[BUG REPORT?]
I don't know if it's intended but the Project Silk Large energy weapon can hit (chain to) phase ships even while they are phased. Nothing else can so it seems kinda odd.
Also the AoE on the chain is damn large and it hits friendly ships and friendly missiles quite a lot. But it's still fun to use.
Ps. Page 69.... nice.
I feel like I see a different Legio than everyone else. I have played many games with Tahlan and in all of them I've just ignored legio. They usually get killed by other in factions in my games, in fact.
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)? The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only. I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case. Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)? The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only. I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case. Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?
It has the same amount of extra engines as the Legio Castigator. Both of which have the Legio hullmod that increases their speed.
None of them need buffs. If you can't make them worth using, that's on you there.Well didn't expect that answer, don't get cross they still cool nonetheless. I guess onslaughts will live to slaught another day haha.
Any way to remove the Halbmond intel after we're done with it? It seems to not remove itself even if you recover the other ship.
What does activating hard mode in the settings do? Does the Legio get more aggressive/numerous?
I feel like as if the ships of the Great houses don't quite function, or feel? like they are supposed to after I tried really hard and repeatedly to actually observe and measure the effect. A component seems missing. I'm talking about the Kassador knight refit that alters timeflow at all times, not the za-wardudo system of the Izanami cruiser which works flawlessly.
Two observations:
Your fire rate or speed does not seem to measurably change from your perspective as a result of time dilation - so time dilation doesn't seem to make you "faster" from your own perspective regardless of whether timeflow is at 110% or 130%. Okay, this can make sense.
At the same time however, the changed frame of reference doesn't seem to be reflected either -- what I mean is, if, to me, 130% timeflow is "regular timeflow," (And I measured this with overdrive enabled since the effect should be most noticeable, then), every non kassadari ship should appear to be moving at 100/130, i.e. 76,9% speed relative to you, constant slight slow-motion. But neither of these things seem to be taking place when testing with only Tahlan, Magiclib and Lazylib enabled and the current build of SC. You're not moving faster nor firing faster, but your enemies/non-time-dilated ships are also not moving slower relative to you.
I recorded the game and measured my own and enemy rate of fire to observe whether anything changed, but nothing changed. Their rate of fire is the same, projectiles just as fast. Also, correct me if I'm wrong, but everybody slowing down 9-25% around you is actually a quite noticeable effect if it takes place, which is what inspired me to try and measure it.
Finally getting some of the replicated weapons, and I'm noticing the small hybrids can't be fit into medium energy slots like most other hybrid weapons can. Working as intended?
Technically those are IndEvo, but it's intended behaviour, yes, since the replicated weapons count as ballistics rather than energies.
Was there a legio nerf? I'm like maybe two hours into my campaign and Luciferon just got invaded and taken by the diktat followed like 20 mins later by adralmech fortress by the LUDDIC CHURCH....
I was flabbergasted. Does this mean that Daemons wont spawn now with Luciferon gone?
Also it likely depends on whether people are using legacy or new invasion system (some planets are nearly impossible for NPCs to take unassisted with new invasions).
Nah, they're post-battle recovery only. After all, they're essentially meant to be fought against as a legio power-up.That's annoying. I'm trying to do a Legio run with Nexerelin and I want some Daemons in my fleet for roleplay reasons.
Huh. Successful NPC invasions of Lucifron should be basically unheard of, unless the NPC factions happened to have an operative sabotage their heavy batteries and/or planetary shield at the right time.
RNG gonna RNG I guess?
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:Man that error seems to be from Shadowyards.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.
Hello, recently, I have received frequent log feedback as high as UC's mod error on FoSSIC forum in China. The relevant log is as follows:
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.industry.MsResearch.createCargoResult(MsResearch.java:68)
at data.scripts.industry.MsResearch.generateCargoForGatheringPoint(MsResearch.java:127)
Is there an industrial facility error in the MS r&d category on Luna 2?
Some people will jump out in 209.
Hello, does this mod still have hidden codes?
Sweet. Thank you.Hello, does this mod still have hidden codes?
nope, they're long gone
111204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.tahlan_ModPlugin.onGameLoad(tahlan_ModPlugin.java:252)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{"enabledMods": [
"yunrutechmining",
"Adjusted Sector",
"A_S-F",
"anotherportraitpack",
"automatedcommands",
"battletechportraitpack",
"beyondthesector",
"capturecrew",
"chatter",
"CoOpCombat",
"istl_dassaultmikoyan",
"degenerateportraitpack",
"hm_flagpack",
"DetailedCombatResults",
"diableavionics",
"exoticatechnologies",
"forge_production",
"gflportraitpack",
"immersionFriendlyPortraitPack",
"IndEvo",
"JYD",
"lw_lazylib",
"luddenhance",
"MagicLib",
"more_hullmods",
"nexerelin",
"progressiveSMods",
"sun_ruthless_sector",
"swp",
"simpleplayerflags",
"speedUp",
"sun_starship_legends",
"stelnet",
"alcoholism",
"scf",
"tahlan",
"Terraforming & Station Construction",
"US",
"va11portraits",
"vayrasector",
"weebshitcorepack",
"yunruhullmods",
"yunrucore",
"shaderLib"
]}
Added malware?
hi, where can I find the relic cruiser with 10% shield arc and two large weapon slots? looks a bit like brilliant, but can be used by human
I have found an frigate somewhere this run, but forgot where to find these other ships...
maybe in black hole systems?
Hello, is there some way to adjust how much of Legio's fleets are comprised of Daemons?
Been playing with Pirates but Epic, before the Daemon condition is met all their fleets were made of a large selection of ships but after Daemons start coming out about 95% of their fleets are filled Daemon ships with almost nothing else. while it is much more challenging, it feels far less interesting..
Hello, is there some way to adjust how much of Legio's fleets are comprised of Daemons?
Been playing with Pirates but Epic, before the Daemon condition is met all their fleets were made of a large selection of ships but after Daemons start coming out about 95% of their fleets are filled Daemon ships with almost nothing else. while it is much more challenging, it feels far less interesting..
Did you enable hard mode? Legio fleets should only be that daemon-heavy with hard mode enabled.
Turns out I indeed did, guess it's about time to start a different playthough!
Another question, what happens to Legio with hard mode on and daemon off?
Turns out I indeed did, guess it's about time to start a different playthough!
Another question, what happens to Legio with hard mode on and daemon off?
nothing much. It just slightly boosts the effect of the tyranny condition.
You can toggle hard mode mid-playthrough btw. Will just take a bit for fleets to update.
daemons currently can't be removed, though I'll update that. I think most of the other toggles work on existing saves at this point
Greetings Captain:
There are some difficulties in my translation work.
Could you tell me where to find this text?
(https://attr.fossic.oss.jnxyp.cn/forum/202207/08/213542v7nj7cyqn8csjjyc.png)
I keep getting a crash with this error when I try to start a randomized sector using Nex. It only happens when I'm using this mod, and I spent two hours trying to see if any particular mod was interacting strangely. The only change was that the crash became intermittent :Spoiler323365 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [officerextension_settings.json]
323373 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_main_menu.ogg]
323543 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
323828 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.tahlan_ModPlugin.onGameLoad(tahlan_ModPlugin.java:252)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.0000(Unknown Source) - had to delete an odd character here because it kept bugging out the forum
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
latest version? I thought that one was fixed.
I have only managed to find one of the paladin ones. How are you finding them?
Help?
As much as I like this mod and all it adds, I keep seeing talk of Daemons, but I've never met any and I've played 3 games with this mod, where I explored the entire map. Do I have to look for a quest to find them, or are Legio Infernalis the daemons?
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.Join the 'Great Houses' start of Nexerelin, I believe it should be one of the Super Ship starts.
Any help?
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?
Pretty easy to just drop it in when you start a new game with the Console Commands mod.
Then you just go
> list ships
> addship <shipyouwant>
Thanks for the great mod. I love both Tahlan and Scarlar. There are two things I wanna feedback
1. Hel Centurion's system is entropy amplifier instead of Hel Temporal Shell which state in change log
2. Hel ships are way too tanky.
One Hel Dominator can withstand several capital ships attacks for 10-15 minutes with almost no damage, I also read two other people talking about similar scenarios. Someone say you don't have enough burst damage, but I use many tri-taychon lancers and UAF taufan fighters to nuke them...
The level of tankiness is close to IBB I'll Kill You All ships.
It was not that ultra tanky in 0.8.4
Just noticed 1 is fixed, maybe I was using 0.8.5 beta2
Sounds like you didn't update to 0.8.5 properly. I just checked the download to be sure and the Hel Centurion is correctly set to Hel Temporal Shell. Daemons are the most fragile they've ever been in this update, too, so I don't know what to tell you there.
I have to admit im having the same issues with the Hel ships, im spending minutes after the normal Legio ships have been destroyed just shooting at these roided up remnent to the point that i just command nuke them because my CR starts to run out (especially the dominators). They are by far the hardest ships to fight out of anything iv experienced in my heavily modded games, to the point of standing up to Supercapitals i built to fight Legio, i have to consistently put 2-3 times the deployment to safely take them on and they still end up sniping my ships while surrounded and bombarded. Personally for me it goes beyond a challenge to just unrealistic annoyance that makes me want to avoid Legio content. Which is a shame because im very fond of the mod as a whole!
I really don't know what to say since I really don't encounter those issues in any of my own playtesting. While Daemon armor regenerates, it is also very weak for ships of the respective sizes, so they are not all that hard to burn down unless you're relying solely on long range sustained fire like HVD-Mauler combos that have very low dps.
I mean... quad tachyon lance (I'm assuming phase lance is a typo) isn't that great of a build given it's utterly impotent against shields if it can't overhelm them in one burst cause all it does is rack up soft flux. You can literally facetank a penta tachy Radiant with most cruisers easily by just venting in between tachy bursts, too.
I mean... quad tachyon lance (I'm assuming phase lance is a typo) isn't that great of a build given it's utterly impotent against shields if it can't overhelm them in one burst cause all it does is rack up soft flux. You can literally facetank a penta tachy Radiant with most cruisers easily by just venting in between tachy bursts, too.
sorry yeah, tachyon lances. But my Paragon loadout was 4x Tachyon lances, 2 Hvel drivers, 2 remnant graviton beams from HMI, 4 antimatter srm's, and a spattering of gluon PD from Apex. 1380~ energy dps from the lances, 276 kinetic from the hvel's, and 200 kinetic from the gravitons. And while the player can vent between tachyon bursts, the AI just doesnt, and they couldnt with my loadout as the hardpoints were on a different firing cycle than the turrets. +10% from managing to get to 100% combat readiness too.
but much of that isnt really the point, the Daemons are AI-piloted ships, so quite frequently they have the magic trio of tanking skills elited: Impact migitation, Damage control, and Field modulation. And while the daemons might have slightly lower armor than remnant ships, For instance the hel dominator has 800 armor while the brilliant has 900, they frequently field heavy armor: IE the sloth-dominator ending up having 1200. And thanks to hel carapace their armor rating is counted at 50% higher for reduction along side 10% regeneration. this comes together as just kind of a slog to fight against without being much of a threat.
The fact that these highly tanky ships are interspersed within pirate ships also makes their longer TTK all the more noticeable.
Feedback time;
My favourite is the Defiance-class, both looks-wise and what it can be built into. I have to ask, have you intended it to be a PCL ship, or it is just an unintended -albeit awesome- outcome? :)
My only pain is that it costs 24 deployment points, when its usefulness and stats are both putting it exactly at the Eradicator's level, at 20 points...
I love this mod pack the best out of ship packs, especially the balance kept around vanilla, and that you have ships for every factions. GG! Will always use it!
Frankly, the Eradicator is undercosted DP-wise. The Defiance is slated for a makeover in the near future, though, so I'll take a closer look then anyhow. No idea what you mean with PCL.
I'll be adding a short delay to regeneration upon taking armor damage in the next version and the Dominator specifically will lose 100 points of armor. That, however, is the most I'm willing to nerf the Daemon defenses at this point as they are intended to require good ship builds, fleet compositions and some player skill to fight effectively. And yes, they have somewhat comparable armor to Remnant, but they also have generally worse shields with worse coverage.
You're under the misconception that those changes are to make them less tanky in general. They are to specifically making them die quicker in a situation where they are effectively dead anyhow due to being under focused fire etc.It's either this, or I start telling people to engage Legio fleets within the local star's corona.
Anyhow, I found out that their enrage is currently bugged and functions in reverse, meaning they currently have a passive 25% time acceleration that decays as hull goes down rather than the other way around, which explains why they are so much more slippery. Will fix that which will effectively be a massive nerf to the whole set of ship then have to figure out how to make up for that.
So in a way you are getting the nerfs you want, I guess, and I get the headache of figuring out how to make them a challenge again.
Thanks for the great mod. I love both Tahlan and Scarlar. There are two things I wanna feedback
1. Hel Centurion's system is entropy amplifier instead of Hel Temporal Shell which state in change log
2. Hel ships are way too tanky.
One Hel Dominator can withstand several capital ships attacks for 10-15 minutes with almost no damage, I also read two other people talking about similar scenarios. Someone say you don't have enough burst damage, but I use many tri-taychon lancers and UAF taufan fighters to nuke them...
The level of tankiness is close to IBB I'll Kill You All ships.
It was not that ultra tanky in 0.8.4
Just noticed 1 is fixed, maybe I was using 0.8.5 beta2
Sounds like you didn't update to 0.8.5 properly. I just checked the download to be sure and the Hel Centurion is correctly set to Hel Temporal Shell. Daemons are the most fragile they've ever been in this update, too, so I don't know what to tell you there.
Hello! I was wondering if the .ini option to turn off daemons worked midgame. I updated this mod for a new playthrough about a week ago, and the Hel Scaiths in particular are kicking my casual ass. Awesome mod btw, I love the ships in this game!
I just fought against an legion invasion fleet made of 3 hel scaith and a bunch of hel dominators, After reading the forum it seems I am not the only one noticing that there is something wrong with the balance.
Hel scaith tanking 2 Onslaughts and 1 Legion eating in total like 15 torpedoes and still going strong is definitely something wrong. I like challenging fights but fighting immortal ships that not only tank ridiculously, but also agile and have a lot of firepower isn't fun. Killing one dominator took forever, then when I saw there are bunch of other dominators I simply quit the fight.
Those ships should be like boss ships. Even in Difficult mode there should be like 3 or 4 of them maximum. Not a whole fleet made of them.
586720 [Thread-3] INFO data.scripts.tahlan_ModPlugin - Daemonic Incursion - Market
586720 [Thread-3] INFO data.scripts.tahlan_ModPlugin - Daemonic Incursion - Gates
586720 [Thread-3] INFO data.scripts.tahlan_ModPlugin - Daemonic Incursion - Ships
586720 [Thread-3] INFO data.scripts.tahlan_ModPlugin - The Daemonic horde awakens
586941 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.setRelationship(Unknown Source)
at data.scripts.tahlan_ModPlugin$TahlanTrigger.reportEconomyMonthEnd(tahlan_ModPlugin.java:361)
at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
if i disable the infernal legion from settings.ini, is there any way to still gain access to their ships and designs? i dont want what amounts to a second pirate faction, but i love ship variety.
edit - in a similar vein, that 'red hand' starting ship, i take it that is exclusive to the start and there is no way to acquire one in game?
does this mod really nerf hive swarmer or is that a rumor?
Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.
Just downloaded this mod a few days ago and wanted to say the amount of content is outstanding, great work!
I particularly enjoy playing with Kassadari ships, but I noticed they are not listed as a proper faction, rather as part of the independents. Is there any way to change it from the game files? I always play with Nexerelin and having the Kassadari as a faction able to colonise, wage wars and the rest would be a very cool addition!
Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.
yes, if you learn how to mod
Hello I just noticed that the Scathach and Edengate were removed is there any way I could add them back into the game ? from a previous version perhaps.
Love your mod and the new demon ships.
yes, if you learn how to mod
Just to be clear, are you giving permission for someone to create a mod which adds those ships back in to the game? Because I might be tempted to take up that mantle.
not for public release, no, but I won't stop anyone from making personal modifications
Anything that isn't an express permission is, in fact, not an express permission. Live by that rule and you won't have issues with perceived ambiguity.
... Two - The Kassadari House could make for one hell of a story line with the birth of a new faction in the end. They have decent weapons and their ships are actually good compared to my experience with the vanilla versions (Kassadari Legion new best ship for me).....Sadly, as has been stated by Nia many a time, the Great Houses will never be it's own faction. At least not for any foreseeable future.
I do wish that starting as them would give you a higher Independent reputation though, it's a bit weird to start at their home world as presumably one of them and yet not be able to access their military market.
The idea of the start is that you are a noname lesser noble setting out to make a name for yourself. Nobody knows you yet.
I just download the new version today and suddenly the game drop dead the moment after character creation and the game's error message told me that it's because it need some file from Nexerelin (Nexconfig or something D:)Standard check first: Did you delete the old mod folder and replace it with the new one?
But I play the previous version just fine before without it, do this mod need Nexerelin now? D :
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio. Maybe that should be -50?
I just download the new version today and suddenly the game drop dead the moment after character creation and the game's error message told me that it's because it need some file from Nexerelin (Nexconfig or something D:)
But I play the previous version just fine before without it, do this mod need Nexerelin now? D :
Starting as the Legio renegade, with the new "you f*'d up" description, you start at rep +50 with Legio. Maybe that should be -50?
idk, shouldn't be the case. Random sector maybe?
I know you already told on FAQ that they sre supposed to by a minor independent state, but there's a lot of potencial por a secondary campaign with the Great Houses in Kassardar and Lethia System.
This only happen in version 0.8.666 so far (i know there is a hotfix but i was lazy.)
After keeping the Halbmond carrier for a while and get all the bp, the next line supposed to be pointing to a specific Constellation for the player but instead of a name it display "null constellation".
I don't know if the constellation doesn't spawn due to a bug, or it's name gen is fked some how.
Maybe i'll try updating and see if it re-occur.
The only mod i think could cause such thing is Unknown skies, since it does mess around with the sector gen.
But since it could be a not very prone to happen bug and also took a while to know if it bug or not, im not sure how to confirm this.
so i have the hot fix intstalled but it still get the nex error even after downloading the github release
Hi, Thanks for the mod, it's awesome and i love the ships n the factions.
Q: have you ever thought about fusing Hresvelgr (LI) in the front of Dun Scaith and putting it at a challanging Custom bountie ?
so if i mark
#enables Legio droneships.
"enableDaemons": true,
to false it'll work?
It's simply not meant for pure armor builds. You have heavy armor for that
Great mod. been using it for a long time. However im forced to stop lurking because of this specific error:
[ 34399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_DunScaith_gh] not found! ]
I only encountered this error when I updated the mod. Yes I already uninstalled and reinstalled the mod.
Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)
Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)
Hey I absolutely love this mod!
But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.
He probably means Rosenritters NiaHey I absolutely love this mod!
But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.
1. yes
2. no clue what you're talking about
Hey I absolutely love this mod!
But I gotta ask two Spoiler-ish questions.
1. Are the Lifeless Ai ships intended to be unrecoverable even if the player has the Automated Ships skill? It just seems a bit odd thats all.
and
2. Does the feature, that allows you to learn blueprints from the special ships after restoring them, account for the 'Hull Restoration' skill that repairs D mods over time? Just wanna make sure I don't accudentally lock myself out of getting the blueprints by one of the ships getting repaired automatically.
1. yes
2. no clue what you're talking about
Yeah no clue what might be causing that. I literally just grab the constellation's name. Idk why it would have a null there and can only assume it's coming from another mod.
For me, it happened after I stumbled across the ship before I even found the Halbmond that its supposed to point to.This is probably what happened to me as well. The system that the Traum was in was very close to the core systems, and it is very likely I went there at some point before finding the Halbmond or it finishing its research chain.
Could you provide me with a modlist perhaps?
436235 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
at org.niatahl.tahlan.TahlanModPlugin.onGameLoad(TahlanModPlugin.kt:178)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether. Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets. The answer was 48 pages of salvaged ships. I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works. Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize. While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.
I also am going to assume this is a bug, but they'll complain about your transponders.
Hello!!
I am coming back to this game after a while. Unfortunately, I am not able to buy the Metafalica Battleship anywhere. I have also explored all 3 blackhole systems in my playthrough and could not find the Rosenritter Carrier or the Battlecruiser. Could you please help?
Thank you!
The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether. Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets. The answer was 48 pages of salvaged ships. I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works. Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize. While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.
When starting as a Knights Errant I noticed that my Enforcer(GH) had the Forced Overdrive Hullmod installed. Is there any way to get the blueprint for this hullmod in the game? Stellar Networks doesn't list it in the market query for hullmods, so I assume it cannot be bought?
First time I see this hullmod so I am wondering if it is starting ship only maybe.
Interstellar Imperium also has a planet killer missile ship which allows you outright destroy any colony in a single bombing. When you absolutely want to make a point. Or turn them into catgirls with VIC virus bombardment.The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether. Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets. The answer was 48 pages of salvaged ships. I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works. Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize. While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.
A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.
And then you saturation bomb the planet. Twice. And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway".
But it is a hassle and it forces you to pay attention to them until they're dealt with. I sympathize.
TASC also has a PK option, one that can be deployed as an alpha strike, so you can just sneak up during a ceasefire and delete Lucifron.Interstellar Imperium also has a planet killer missile ship which allows you outright destroy any colony in a single bombing. When you absolutely want to make a point. Or turn them into catgirls with VIC virus bombardment.The Legios are absurdly overtuned, like they spawn fleets faster than they can be destroyed and even with massive attrition they somehow materialize highly skilled commanders from the nether. Just for a lark I used cheats just to see the extent of how many fleets they'd spawn before running out or letting me bombard their planets. The answer was 48 pages of salvaged ships. I'm not sure how you're expected to beat them legitimately, much less while running Nexelin, it just doesn't work with how the combat readiness system works. Your ships literally cannot regain CR fast enough to keep up with how quickly new ships materialize. While I get it's a boss faction, they should be beatable, but a combination of extremely overtuned hulls and the sheer amount of fleets that are spawned make it pretty unusable.
A few things that helped me were 1) synchronize my attack with some other faction launching an attack on the system, so the patrol fleets are busy, 2) flip beacons to decoy more patrol fleets, 3) set up an outpost on an asteroid somewhere so you can quick dock and repair all damage rather than waiting (this is a Nexerelin feature I think, but there's some uninhabited planets in the system you can colonize and use the spaceport for the same purpose if you're not using Nex), 4) again in Nex, use saboteur operatives to blow up the spaceport and military base and whatnot, and synchronize your attack with that, 5) don't attack the station directly, attack a fleeing frigate that happens to be near it - the station will support the frigate, you kill the station, and then you can kill the planetary defense fleet rather than having to face the station and fleet together.
And then you saturation bomb the planet. Twice. And then everybody declares war on you, and within the next few weeks most of them offer peace, whispering "we really didn't like those guys anyway".
But it is a hassle and it forces you to pay attention to them until they're dealt with. I sympathize.
I also got the Null constellation issue.
In the save file it says:
<st>$tahlan_traum_location</st>
<st>Terror</st>
Can't find it anywhere. Kinda bummed.
The Legio AI demon ships are truly hellish to fight. I think they punch one or two tiers above the ship size they actually are and with their unique armor, supercharged flux stats, and often uncatchable mobility, killing one takes a whole fleet. My worse nightmare is the hound which has regenerating armor on par with destroyers, a sacrificial front armor piece, damper fields, and a charge that reduces damage taken. Impossible to catch and just as impossible to kill :). I have trouble with just the frigate, I can't imagine fighting a whole fleet of varying sizes! Its a shame you can't really use them yourself.
The Legio AI demon ships are truly hellish to fight. I think they punch one or two tiers above the ship size they actually are and with their unique armor, supercharged flux stats, and often uncatchable mobility, killing one takes a whole fleet. My worse nightmare is the hound which has regenerating armor on par with destroyers, a sacrificial front armor piece, damper fields, and a charge that reduces damage taken. Impossible to catch and just as impossible to kill :). I have trouble with just the frigate, I can't imagine fighting a whole fleet of varying sizes! Its a shame you can't really use them yourself.
so i have the hot fix intstalled but it still get the nex error even after downloading the github release
Might need to rewrite some stuff then.No way around Nex for the near future then, I'm afraid.
Okay, scratch that maybe. Try replacing the TahlanShipworks.jar with this one. Should work.
Link (https://cdn.discordapp.com/attachments/893113167318745112/1030516016335298630/TahlanShipworks.jar)
They are very frustrating to deal with. I think I'll start to turning them off next time, which is sad because I like their theme. :sThere is a tahlan_settings.json in the mod folder... You could turn the Daemons off and still keep the faction on.
so i have the hot fix intstalled but it still get the nex error even after downloading the github release
Might need to rewrite some stuff then.No way around Nex for the near future then, I'm afraid.
Okay, scratch that maybe. Try replacing the TahlanShipworks.jar with this one. Should work.
Link (https://cdn.discordapp.com/attachments/893113167318745112/1030516016335298630/TahlanShipworks.jar)
Can you pin this somewhere on the main page? Had to necro for a while to find why my game wont start
runcode import com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin;
List<SectorEntityToken> tokens = new ArrayList<SectorEntityToken>();
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
tokens.addAll(system.getAllEntities());
}
tokens.addAll(Global.getSector().getHyperspace().getAllEntities());
for (SectorEntityToken token : tokens) {
String specId = token.getCustomEntityType();
if (specId == null || token.getMemoryWithoutUpdate().contains(MemFlags.SALVAGE_SPEC_ID_OVERRIDE)) {
specId = token.getMemoryWithoutUpdate().getString(MemFlags.SALVAGE_SPEC_ID_OVERRIDE);
}
if (!"wreck".equals(specId)) continue;
CustomCampaignEntityPlugin plugin = token.getCustomPlugin();
if (plugin instanceof DerelictShipEntityPlugin) {
DerelictShipEntityPlugin dsep = (DerelictShipEntityPlugin)plugin;
String variantId = dsep.getData().ship.variantId;
if (variantId.startsWith("tahlan_schnee")) {
Console.showMessage("Traum found in " + token.getContainingLocation().getName() + " at " + token.getLocation());
}
}
}
I s2g. Read the FAQ.didn't see there was a FAQ, thx.
---ENCRYPTED MESSAGE RECEIVED - TTACHYON0.95.A PROTOCOL IDENTIFIED---
---DECRYPTING 100%---
---TTACHYON0.95.A : RECIPIENT CONFIRMED "Tahlan Shipworks Sales Representative - Nia Tahl"---
---TTACHYON0.95.A : MESSAGE BEGIN---
Greetings Tahlan Shipworks representative.
I am Commander Darkwhip of the Free Planets Alliance, I have a request for your ship designers. Out there in the fringes of the persean sector one comes across a multitude of insane things that boggles the mind and me and my commanding are always looking out for our supplies and fuel situation lest we become prey to those things lurking out here with no way out.
And last night, i got together for the typical game of monopoly with my bridge crew, and amidst bouts of greed and corporate backstabbings that'd make a Tri-Tachyon executive blush we bounced around an idea, currently in the fleet if one wants to properly gather salvage from wrecks you'd need a salvage gantry of some sort or other civilian vessel of the same size with a heftier maintenance fee and all that together ends up at an uncomfortable share of our supplies every month, that added with our survey ships of course, which not only makes our fleet a bigger target it's also paid in bread.
So here's the request we'd like a ship that houses both the necessary survey equipment for mapping new planets and the equipment necessary to aid in salvage efforts across the fleet, all in a single ship, without the pesky civilian-grade hull you find in every buffalo freighter, as for the size of this ship, ideally if you could cram it all on something about destroyer-sized would be ideal, but we'd take even a cruiser-sized industrial beast at this point, all that at a comfortable burn speed of 8 parsecs. As for mounts, we don't really care, we'd fly her unarmed here as we're already used to keeping our bread-and-breakfast ships free of any pirates or [REDACTED] fleets.
If your engineers ever get into this request you can be sure an alpha-level genious would find its way into your warehouses together with a generous credit fee for the commission, shoudl you wish to supply us with a blueprint for the vessel as well.
Safe flying out there, and keep up the fine work! Hoppe you guys drop by the Shipyards of Heinessen, last i've been there they had a great drunk-kite-racing bout around the rings.
P.S.: Don't bet on the the white one with red stripes, he always scrapes his engines on something and ends up with the rescue-crew
---TTACHYON0.95.A : MESSAGE END---
---TTACHYON0.95.A : MESSAGE TERMINATED---
---MESSAGE NOT FOUND---
Safe flying out there, and keep up the fine work! Hoppe you guys drop by the Shipyards of Heinessen, last i've been there they had a great drunk-kite-racing bout around the rings.
P.S.: Don't bet on the the white one with red stripes, he always scrapes his engines on something and ends up with the rescue-crew-
your Industrial.Evolution is out of date
Hello, is it possible to find blueprint packages for the great houses ships?
The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.
Figures. still weird how you can put a captain on it even though its max and min crew values are 0.The Korikaze doesnt have the Automated Ship hullmod despite being a droneship.
Intended
Hello Nia, I've got a question! So I noticed these Blackwatch fleets roaming the Infernalis region. I've had the pleasure to fight both alongside and against them and I really want to get my hands on their ships, but I couldn't find their HQ or their ships on the market. Please help?
I definitely think I did something wrong here. I get a fatal error when launching, stating: Ship hull spec [tahlan_DunScaith_gh] not found! Hadn't updated my mods in a good bit so when I went through and did so this started happening, likely just being stupid an missing something, here's the full error log.
dose the industrial ruins in planets despair overtime? because mine did.
Any chance of changing the hell hound?
They zip around like flies on cocaine with no counterplay i know of while being supremely tanky, and RANDOMLY may provide a benefit way unproportional to their DP by yeeting a capital to Ohio, way from the frontline.
When I start a new game with this mod, im getting this crash report:
I am using many other mods, but they all worked until I updated some mods(including this one). I narrowed it down to this mod. Any idea what is going on or what I did?
I'm getting a weird bug where if I don't fully hold down a weapon that need charging it just completely breaks and won't fire, it even bricks any other weapon I place on it afterwards
If you just want to make sure it even exists in your save, you can open your save file in a text editor and search for the carrier. It's a cheat, but at this point, if you want to prove your sanity and/or the mod functionality within your game environment (lotta mods) without wasting too much time, this would be the sure-fire way to check.
"You've successfully recovered all intact data from the Halbmond's databanks. Furthermore, you have found information that an object of interest might be hidden in the null constellation."
"You've successfully recovered all intact data from the Halbmond's databanks. Furthermore, you have found information that an object of interest might be hidden in the null constellation."
Game bugged and it didnt spawn it in a system in a constellation, or just didnt spawn it at all. its trying to find and refer back to a name, but cant find one so it results to 'null' aka 'doesnt exist'
same on null(not found) being shown instead of a constellation name. I did have to search the save and find what the name of the system was.
Use this latest beta version, should fix it:
BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
Constantly getting crashes when trying to start a new game after enabling Tahlan. Was working fine before I added it and I've tried re-downloading multiple times. New game works fine when I disable it.
runcode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());
<CCEnt z="243921" di="true" dxp="600.0" sxp="1800.0001" sP="1.0" fL="TERRAIN_7A">
<loc z="243922">-4046.6372|-2487.5676</loc>
<vel z="243923">0.0|0.0</vel>
<j0>{"f6":122.37341,"f0":"Derelict Ship","f3":"derelict_ship","f2":[255,245,245,255],"f4":"3407"}</j0>
<ow ref="13"></ow>
<orbit cl="CircularOrbitWithSpin" z="243924" r="4750.0806" op="236.29214" ca="211.58008" cF="122.37341" sV="1.472306">
<e cl="CCEnt" ref="243921"></e>
<f cl="CampaignTerrain" ref="243810"></f>
</orbit>
<cL cl="Sstm" ref="243757"></cL>
<ls cl="Plnt" ref="243765"></ls>
<me z="243925">
<d z="243926">
<e>
<st>$salvageSeed</st>
<Lp>-3107303433595429611</Lp>
</e>
</d>
</me>
<sc z="243927"></sc>
<dV z="243928">
<DrDat z="243929">
<j>{"v":12000,"g":"basic"}</j>
</DrDat>
</dV>
<cV z="243930" sn="graphics/illustrations/space_wreckage.jpg" sIW="480.0" sIH="300.0" sRSI="true" sIX="0.0" sIY="0.0" sIDW="480.0" sIWH="300.0"></cV>
<tags z="243931">
<st>has_interaction_dialog</st>
<st>neutrino_low</st>
<st>salvageable</st>
</tags>
<dRM z="243932" fB="0.0" m="1.0" pM="0.0" nR="true">
<fBs z="243933" s="gen" v="1000.0"></fBs>
</dRM>
<j1>{"f1":64,"f0":64,"f3":-1,"f2":40,"f5":"wreck","f4":-1}</j1>
<la z="243934" enum-type="CaEnLa">TERRAIN_7A</la>
<p cl="DerelictShipEntityPlugin" z="243935" aV="-7.0580826" el="2527.7136">
<e cl="CCEnt" ref="243921"></e>
<d z="243936" d="1.0E7" c="false">
<s z="243937" c="BATTERED" vId="tahlan_schneefall_traum_albtraum" sN="ISS Gigue" d="true" p="true" sMP="0.0"></s>
</d>
</p>
</CCEnt>
<CCEnt z="243898" fL="STATIONS">
...
</CCEnt>
<CCEnt z="243906" fL="STATIONS">
...
</CCEnt>
<CampaignTerrain z="243914" type="nebula" radius="0.0">
...
</CampaignTerrain>
</saved>
</o>
<CCEnt z="243898" fL="STATIONS">
...
</CCEnt>
<CCEnt z="243906" fL="STATIONS">
...
</CCEnt>
<CampaignTerrain z="243914" type="nebula" radius="0.0">
...
</CampaignTerrain>
<CCEnt z="243921" di="true" dxp="600.0" sxp="1800.0001" sP="1.0" fL="TERRAIN_7A">
...
<s z="243937" c="BATTERED" vId="tahlan_schneefall_traum_albtraum" sN="ISS Gigue" d="true" p="true" sMP="0.0"></s>
...
</CCEnt>
</saved>
</o>
My brain was afk and took longer to process the name Traum than my finger to press 1 repeatedly.
Since you cant abort a salvage of a ship Im trying to use:
Use this latest beta version, should fix it:
BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
Use this latest beta version, should fix it:
BETA 3 (https://cdn.discordapp.com/attachments/825068217361760306/1070383462885884034/Tahlan_0.9_BETA3.zip)
What is this link supposed to be directing to? Its obviously a discord but it just opens a dead link.
Hello. My game crashed when I started a new game with Tahlan Shipworks mod on the 0.8.666a versionv3.2c of Industrial Evolution requires the v0.9 Beta 5 version of Tahlan Shipworks.
did anyone manage to defeat the legion bounty?no I always die to the clones but that's probably your fault so I don't mind
did anyone manage to defeat the legion bounty?Bring enough heavy/Super Frigates to push away all those frigate daemons for you heavy hitters taking care of the big daemons. Then taking those slippery ones down.
Not sure if this is a bug or just dead set on having the ship marked. Running 0.9BETA5
The Traumtanzer gets repeatedly marked as a notable ship. From the digging I found, ship config doesn't contain any callout to your unique hull mod for notable, but when I edit the notable tag out of the campaign save file and go approach a fleet with no transponder on, they react as normal with no clue who I am. But after the battle finishes the rep drops as if they knew who I was and the notable tag is back on the ship . The console command does not work, neither does removing the override adding the tag in Notorious.kt called by the hullmods csv.
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.
I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.
I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?
nope
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacerAssuming that you downloaded the latest version of Industrial Evolution (v3.2c) AND you downloaded v0.8.666a from this thread, you need to get the latest version of Tahlan Shipworks (v0.9 BETA6) from the Unofficial Starsector Discord.
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
First Time posting, I've only got this When Tahlan Shipworks is Enabled
Please Help
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacerAssuming that you downloaded the latest version of Industrial Evolution (v3.2c) AND you downloaded v0.8.666a from this thread, you need to get the latest version of Tahlan Shipworks (v0.9 BETA6) from the Unofficial Starsector Discord.
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
First Time posting, I've only got this When Tahlan Shipworks is Enabled
Please Help
Alternatively, download and install v3.1.f of Industrial Evolution instead (delete the 'Industrial.Evolution' folder from 'mods' first, do NOT just overwrite), using the following link:
https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip
Hello!
Where can I find Izanami-class ship? Is there a blueprint for it?
It's okay. We don't need the great houses as a faction. After we take their planet we can be the one house to rule them all.
Hi. After upgrading to 0.9B, <24 hours ago, getting CTD on mouseover for the "hel flash drone" with a "Fatal: Null" message. Mulitple attempts, identical results. Full respect for beta status. Still running test to see if anything else is causing similar errors..
Does anyone know what could cause this:
ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_royalcharge] not found in ship_systems.csv
It crashes the game on startup
I meant when you launch the Starsector exe.Does anyone know what could cause this:
ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_royalcharge] not found in ship_systems.csv
It crashes the game on startup
When you say game startup do you mean on starting a new game or loading a saved game?
I meant when you launch the Starsector exe.Does anyone know what could cause this:When you say game startup do you mean on starting a new game or loading a saved game?
ERROR com.fs.starfarer.loading.SpecStore - Ship system [tahlan_royalcharge] not found in ship_systems.csv
It crashes the game on startup
[SPOILERS AHEAD]Hello, I'm coming here to ask Nia something if thats okay...
So I've tried playing as Legio infernalis and during my playthrough, I noticed an option to talk to a Legio officer. It was an interesting character, member of the Blackwatch and seemed interested in me but all my options inevitably led to me calling them crazy and telling them to fck off...is there something more to this officer? Can I someone persuade her? Please help.
That's odd.
If you have console commands you can use:Coderuncode data.scripts.campaign.tahlan_DerelictsSpawnScript.spawnDerelicts(Global.getSector());
Thus will spawn all the derelicts again including the Traumtänzer and should properly register it in the quest.
Updated for 0.96a
Howdy, thank you for updating this great mod.
I got an error when booting the Starsector:
Fatal: DIRECTORY:
D:\Games\Starsector\starsector-core\..\modtahlan-shipworks-1.0
(data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsecor.log for more info
The error in question:
17610 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can you please look at the error when you have the free time?
(https://cdn.discordapp.com/attachments/512356777451323393/1109806008190128198/image.png)BEWM
It appears I was right to be scared at the mention of Hel RetributionNothing like a Percale Phase Cruiser (ion weaponry loadout) to show the murderous Legio toasters who's boss!! ;D
Had a CTD with a Tahlan related error. Though it would very well be something to do with experimental hullmods as well. Either way thanks for your mod! It is my favourite faction mod.Spoiler9719550 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)[close]
Is disabling a faction intentional?
Hello Nia Tahl!
In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?
Yes, it's possible. Doesn't mean I will.
It's not like you can't open ship_data.csv that lies at Starsector\mods\tahlan\data\hulls in notepad (preferably Notepad++) and search for 700,260,4, where 260 would be ordnance points of Legion (GH). Don't get too carried away as I'm sure combined fleet OP pool used in calculations to spawn enemies, so making it something like 10000 would be an original way to end your current playthrough.Yes, it's possible. Doesn't mean I will.Oh... Ah... Okay.
Possible bug? Not sure if rando scavengers are supposed to have Lostech.I mean, you do find those ships while scavenging. Why shouldnt she scavengers find em occasionally? It also does give them a possible farming method, which i like.
ah, I also have Vayra's Sector installed, playing on the old 0.95 version still. Might cause some interference, not sure how to turn the Vayra bounty system off.
Possible bug? Not sure if rando scavengers are supposed to have Lostech.
I HAVE A BUG REPORT!!!!
when i recovered a lostech "karma" class cruiser, it came with a officer in it, something like "voidchild OFFSPRING" or something along those lines. but if you put a normal officer in the karma, or unassign it, the officer it came with dissapears permanently!
if its intended to be that way, where you cant re-assign the officer if taken out, then it should atleast prompt the user that, unassigning the officer is a permanent choice that you cant go back. its not like the lostech hullmod makes any mention of it, or anything else does AFAIK, so reading wouldnt help either (not that it ever does)
Legion
Hello Nia Tahl!
In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?
Yes, it's possible. Doesn't mean I will.
Fine, I increased the OP, now stop asking.Kassadari wizardry at its best! ;)
1071020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.handleProjectiles(PhaseBreakerV2Stats.kt:44)
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.apply(PhaseBreakerV2Stats.kt:94)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Got an issue with the NX-A ship.
That's what happens when you cheat in unfinished ships.
In my defense it's been in your showcase for a while now, and I don't recall this issue being there when I've messed with it in the past...
Never has been in the showcase and it's a WIP ship, so of course things change.
I couldn't help but notice, but did you reduce the power of the base vessels Glepnir cannon recently? I am finding it to really lack the punch that it used to have.
Similarly, the Cascadias missile barrage doesn't...really seem to do that much. I almost feel like they are just there for show (and what a show!). This ship is so hard to find, I would expect that they would be a little better at their job since they completely replace the second shot of the Glepnir AND completely replace the starboard and port small ports (making this ship very vulnerable to missile weapons)
Are there any plans for making more rosenritter designs? Maybe another smaller cruiser like the Mondlicht that has a large weapons bay? Something to give me more of a reason to use the larger Rosenritter weapons.
I love the Lostech ships, but I miss the Lostech version of the Castigator. Is it possible to maybe make this ship accessible as a starting super ship?
thanks for all your hard work!
the menu mission just procedurally pulls all ships from the mod, including WIP things.
On an unrelated note, do you by chance plan on adding any more native Kassadari ship designs (not refits [although I wouldn't say no to more of those LUL]) at any point? If you didn't plan on it, are you at least open to the idea? Not a big deal, it's your mod and I have fun with it as it is, but I have been wondering for a while if you might do that. I'd be interested to see what the rest of an old Kassadari fleet might look like beyond their Ristrezas.
you may not bring back lostech castigator but what about the absolutely balanced SCATHACH ??!?!
<the message>
<the message>I'm already at my max amount of dp , and i have legio hard mode disabled , still my problem is just the swarm they can deploy as most of their ship will cost only 3/5/8 deploy points
I'm already at my max amount of dp , and i have legio hard mode disabled , still my problem is just the swarm they can deploy as most of their ship will cost only 3/5/8 deploy points
Maybe Nia Tahl in future will be so kind to add a option to increase or reduce the deployment bonus, so ppl can better fit the mod to their mods pack
The effect only applies to Daemons and only the frigates and destroyers go down to costs that low. Idk what kind of fleets you're fighting that you're getting swarmed that badly.Most likely the problem is me rising the max amount of ships in fleets, i enjoy longer fight , when peak performance matter for more ships
I will not. There are already plenty of tuning options.I understand , is just as rimworld player i love to have as much control i can on mods so i can mix and match them for the theme i going
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.
Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds! I see you already have it. If not, find it ASAP!
In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwhise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.
When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles support and you should have a very worried enemy in front of you. I also would advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Also, dont overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected to gauge enemy fleet composition and deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.
Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds! I see you already have it. If not, find it ASAP!
In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwhise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.
When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles support and you should have a very worried enemy in front of you. I also would advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Also, dont overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected to gauge enemy fleet composition and deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!
that's what I've been doing actually. Well I tried either with Traumanzer (With Missile specialization and combat elite skills) or with Nightsong (With leadership skills) as flagship. I keep getting wrecked. DP limit does not allow me to deploy 6 silberblut regalias with a Nightsong. Let alone with two mondlitch and a Halbmond on top of that.
So does this mean I can't win against 300,000 bounties with a Rosenritter fleet?
Guess I need to get a more customized loadout. I already maxed out the 30 ship fleet limit. I think I have 10 silver regalias with the nightsong and the Halmond. The rest are the frigate ships. (I thought the cruisers were meant to replace the Nightsong for smaller fleets?
Already spent 3 million credits just getting a full fleet lol. Honestly getting beat up by all the actual threats so badly is getting me a bit depressed. Like all my victories so far were because I have an OP flagship kek(which is true)
I think I need to figure out which silver regalia configuration fits my fleet more... Gonna have to bust out my old brute force fleet to rack up credits again.
Anyway the biggest issue I've been having is that the Silver Regalias REFUSE to attack my designated targets. They lag behind the flagship they're supposed to be protecting.
What's your recommendation? Traumanzer with my character's skills spec to Combat Tree or Nightsong spec to Leadership skills?
as for the Silver Regalias. I did produce 2 ships of each variant but it's not like I can give them all officers. Which variants do you think I should prioritize?
I think I got it! Thank you so much for your help. My fleet composition was lacking the anvil in the "anvil and hammer" tactic. The Traumatizer fit the bill with 2 supporting cruisers.
Just beat a 300k bounty without casualties.
There is an elusive Siluberblut? Tell me more!
Also, will there be any sort of mission set or story for the Kassadari?
I like their backstory and would love to bring them violently to power once more.
Not Rosenritter my dude. I want to make Kassadar my capital :D
Not Rosenritter my dude. I want to make Kassadar my capital :D
Ah yep... The Great Houses of Kassadar. I think I've heard Nia grumbling in a not so friendly attitude when asked about that in the past, :D
Don't even dare bring the subject to his attention because I kinda know what's gonna happen... ;D ;D
At best, you could start a new campaign in Nexerelin with an errant Kassadari Inquisitor at the helm of a mighty Metafalica Battleship, then you could conquer Kassadar and make Lethia your home star system at the diplomatic cost of declaring war on the Independents. You could use further diplomatic effort to restore peace with them or turn political events the way you want for your campaign.
Not Rosenritter my dude. I want to make Kassadar my capital :D
Ah yep... The Great Houses of Kassadar. I think I've heard Nia grumbling in a not so friendly attitude when asked about that in the past, :D
Don't even dare bring the subject to his attention because I kinda know what's gonna happen... ;D ;D
At best, you could start a new campaign in Nexerelin with an errant Kassadari Inquisitor at the helm of a mighty Metafalica Battleship, then you could conquer Kassadar and make Lethia your home star system at the diplomatic cost of declaring war on the Independents. You could use further diplomatic effort to restore peace with them or turn political events the way you want for your campaign.
IIRC can't you make Kassadari ships via that automated shipyard thing where you sacrifice ships for better ships?
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?
I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.
So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?
I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.
So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Also im unfortunately not using spindle in this playthrough
*** was too hard, i had to cheat and built a starfortress on the system the bounty was.Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?
I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.
So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Also im unfortunately not using spindle in this playthrough
So you now see the need to give'em plenty of ION love to those fiends. More so if the fleet is SO based. If they have no engines, they cannot escape. A possibility would be to grab a Phasegon Battleship (from Caymon's Ship Pack) and equip it with two gigacannons and 4 ion pulsers. I suppose that's as deadly as a Percale from Scalar Tech at least. If not, get a buncha Auroras and/or Oddyseys and do the same: Ion pulsers aplenty and expanded magazines (S-modded if possible) to have sustained firepower and deny the Daemons the chance to escape. Doom cruisers and Revenant destroyers similarly equipped could help to flank them. Phase ships have an easier time positioning themselves without fear of retaliation before unleashing their killing salvo. Wish you good hunting and tell us if you manage to melt their sorry bulkheads ;D
Im not sure if this is normal or if its a bug.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?
Im not sure if this is normal or if its a bug.I've noticed this as well in one of my older playthroughs, many massive fleets that are usually at least 60% Ventures and Mules.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?
Known bug. Fix sometime this weekend probably.
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do ;)
Anymore blackwatch content coming down the pipeline in the near future?
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do ;)
no
quick question: haven't found confirmation anywhere else for this, but if you play as Legio, can you eventually buy or create the Daemon ships and put them in your fleet? I wanna do a run with them but only if thats possible to do ;)
I found a ship that has a Regalia gantry any idea what that does?.
working as intended
Quick question: if I salvage the Traumtänzer before I find the carrier (who's name I can't remember) that starts the quest that will eventually lead to it will I miss out on any rewards or quest steps aside from finding the Traumtänzer?nope. you still slowly unlock the blueprints for all the other ships and weapons leading up to the finding the traum. you just did it out of order. i have had that happen in a play through before.
Hello ! I'm searching the ID for the Scathach (Dun-Scaith missile-spam variant).
I can't find it and i would like to start a campaign with the "Super-Ship" start but wih a Scathach as only ship. (The set-up would be very simple : A female Captain coming from outer-space in the sector for ... Reasons) (Mostly because she would be a wanted criminal).
Thanks in advance.
Quick question: if I salvage the Traumtänzer before I find the carrier (who's name I can't remember) that starts the quest that will eventually lead to it will I miss out on any rewards or quest steps aside from finding the Traumtänzer?nope. you still slowly unlock the blueprints for all the other ships and weapons leading up to the finding the traum. you just did it out of order. i have had that happen in a play through before.
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).
Does the original creator of this mod comes often here ? I would like to discuss some things. (Yep, i'm not joking when i say that i'm willing to pay money to get that ship back).
Is the recent update save compatible? I've looked on the forums and the change notes it makes no mention of it.
Is the recent update save compatible? I've looked on the forums and the change notes it makes no mention of it.
should be
if (ship.hullSpec.hullId !in GH_HULLS) {
ship.mutableStats.peakCRDuration.modifyMult("lol_lmao_even", 0.1f)
return
Hello, first thanks for the cool ships, I've been using this mod for awhile, AMD cards no longer struggle to display EMP effects which means I've been able to make use of the Kassadari roster in all its shiny glory.
I also wanted to report, I think the (D) version of the Legion(GH) (or possibly more ships) is missing from the GH_HULLS list . When I loaded the game, my Legion flagship has 80 seconds of PPT in battle.
I'm fairly sure it's caused by this line of code.
/org/niatahl/tahlan/hullmods/KnightRefit.ktCode: KnightRefit.ktif (ship.hullSpec.hullId !in GH_HULLS) {
ship.mutableStats.peakCRDuration.modifyMult("lol_lmao_even", 0.1f)
return
Restoring the ship at dock removed the PPT penalty.
Cheers :)
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.
Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.
Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.
Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.
Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
After processing the concerned files the game could start and ran properly.
Cheers :)
my fleet got wiped and this happen.
errorsSpoiler4818195 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member ISS Space Raptor has 0 D-mods
4818195 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member ISS This Table has 0 D-mods
4818195 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member ISS Redshift has 0 D-mods
4818195 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member ISS Llew has 0 D-mods
4818196 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member Object 881 has 0 D-mods
4917830 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member ISS Lucy In the Sky has 0 D-mods
4917830 [Thread-3] INFO exerelin.campaign.intel.FactionInsuranceIntel - Fleet member Numistri has 0 D-mods
4919199 [Thread-3] INFO exerelin.campaign.StatsTracker - Tracker tracking battle
4919587 [Thread-3] INFO org.niatahl.tahlan.campaign.LegioStealingHomework - Interval elapsed, the space fascists gonna learn today
4920228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Cannot round NaN value.
java.lang.IllegalArgumentException: Cannot round NaN value.
at kotlin.math.MathKt__MathJVMKt.roundToInt(MathJVM.kt:1132)
at org.niatahl.tahlan.listeners.LegioFleetInflationListener$Companion.addSMods(LegioFleetInflationListener.kt:71)
at org.niatahl.tahlan.hullmods.DaemonHeart.advanceInCampaign(DaemonHeart.kt:174)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.
Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.
Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.
Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.
Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
After processing the concerned files the game could start and ran properly.
Cheers :)
I am using 1.2.6 under Linux Mint - the behaviour you described was happening until I removed Graphics.Lib from the enabled list.
Perhaps if you have Graphics.Lib enabled you might try disabling it?
Hope this helps
Hi, i don't know where else to send this.
Sometimes when i'm fighting a legio fleet some of the enemy ships are invincible, their hulls won't take any damage.
if the fight then continues for to long the game crashes with error "Fatal: color parameter outside of expected range: Alpha Green Blue"
afaik only happens when fighting legio.
log's too big it says:
887711 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
at java.awt.Color.testColorValueRange(Color.java:310)
at java.awt.Color.<init>(Color.java:395)
at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.starfarer.renderers.damage.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.renderers.damage.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
I'm afraid that error tells me literally nothing nor have I ever encountered what you're describing. Not much I can do there.Ah, that sucks. I'm guessing it's some mod cross interference or smt like that so i guess i just gotta manually debug. if i find smt i'll mention it
I was wondering if the Repulse Varient of the Skysplitter-Class is gone for good, it was one of my favorite ships from this mod.
Hi, 1.2.6 causes the game to immediately CTD on Linux due to filenames shenanigans.
Backslashes "\" are considered legit characters for filenames so code using it as folder designators on windows will refer to a file from the mod's root folder instead.
For example with a filename like this "graphics\tahlan\maps\weapon_glib\tahlan_aetnos_hp_base_material.png" loaded straight from the "tahlan-shipworks-1.2.6" folder.
Files from
graphics\tahlan\maps\weapon_normals\
graphics\tahlan\maps\weapon_glib\
are affected.
Not sure which files exactly or if it's all of them, after 3 positives I just made a script to create renamed copies of all of them in the mod's root folder.
Also filenames are case sensitives, caused issues from this:
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
After processing the concerned files the game could start and ran properly.
Cheers :)
my main issues of the Legio ships when piloted by the AI has ..dubious abilities like unlimited Phase shift which completely broken, a capital being able to phase in any desired direction making it faster than any other ship in the game is quite broken. And after capturing the same ship, they do not have the same ability of the Hel Time etc
my main issues of the Legio ships when piloted by the AI has ..dubious abilities like unlimited Phase shift which completely broken, a capital being able to phase in any desired direction making it faster than any other ship in the game is quite broken. And after capturing the same ship, they do not have the same ability of the Hel Time etc
Is the Karma (D) class relic cruiser supposed to have 20 shield arc?
Is the Karma (D) class relic cruiser supposed to have 20 shield arc?
Yep, all the relic ships do I believe. The scary part is that they're quite powerful despite that.
578907 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\tahlan_Acastus_fighter.variant]
578909 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.2.6 (data\variants\tahlan_Acastus_fighter.variant)]
578952 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!
java.lang.RuntimeException: Ship hull spec [tahlan_Acastus] not found!
Fatal: Ship hull spec [tahlan_Acastus] not found! and can't star the game
Running this with Industrial Evolution
Obtained Daemon ships
Have edited the value that determines if "unique" ships can be "reverse engineered" into blueprints in IndEvo
Get a hard crash when hovering over the reverse engineering tab when one of these are in there
Confirmed it doesn't happen with literally anything but Daemons
Did you do something that would cause this? Like, beyond normal blacklisting of the ships for that kinda thing? Assuming it's some weird interaction that would have to be fixed from their end, but posting here for completeness.
Can you actually get the blueprints in the end if the reverse engineering finishes? if so, it probably is a bug. if not, nia's probably coded it for them to purposefully not work.
Can you actually get the blueprints in the end if the reverse engineering finishes? if so, it probably is a bug. if not, nia's probably coded it for them to purposefully not work.
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as wellAs I posted here a bit earlier, I've been getting crazy mileage out of the Great House Onslaught build I've done.
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as wellAs I posted here a bit earlier, I've been getting crazy mileage out of the Great House Onslaught build I've done.
Kinda depends on another mod though.
Specifically, Exotica Technologies.
Basically, I took the GH Onslaught, put Forced Overdrive, Lightweight Plating (not sure if that is from Tahlan or not), and Auxiliary Thrusters to turn the ship from slow brick to Drift King
Then I used a "Penance Engine" from Exotica to make it regenerate armor when it's near enemies
One Drift King is generally enough to take out entire fleets of low-medium threat enemies.
I've printed out 5 of them, and together they can Super Sentai through all but the most absurd fleets (like say, the Legio Bounty missions)
Might be able to replicate a version without Exotica using the Hel Plating hullmod, but I think the way Penance Engine works is much better for the build
Hel Plating doesn't disable shields like PE does, so I've been putting it on things with good shields as a backup defense type thing. All but have to combine that with Heavy Armor though.
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
100% GH loadout too, for consistency! And OCD!
Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.
In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
100% GH loadout too, for consistency! And OCD!
Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.
In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.
I actually think GH weapons are fine they just generate flux like absolutely mad
Also what exactly does Forced Overdrive even do besides remove shields?
I actually think GH weapons are fine they just generate flux like absolutely mad
The sniper weapons are definitely overpowered though. The Styrix, for example, does about 25% less DPS than a Gauss but has half the flux cost and a faster projectile. There's a 1200 range HE weapon with 240ish DPS, which is insane since in vanilla the Heavy Mauler has a mediocre 120 DPS and a projectile slow enough to be dodged at max range. Then there are the 1100 range large ballistics, which have comparable DPS and flux stats to the 900 range vanilla ones despite outranging them and being massively more accurate. Sure, you pay for it in OP, but honestly I'd almost always take the Armiger over the Hellbore and the Efreet over the Mark IX even though it costs 8 more OP. Likewise, Styrix vs Gauss is a no-brainer unless you really need that 3 OP or 100 extra kinetic DPS for some reason. And for the Gardas there isn't even an alternative, in vanilla if you want a finisher at that range you need missiles, bombers, or Advanced Optics HIL.I actually think GH weapons are fine they just generate flux like absolutely mad
Well, many are all around a bit weaker than their vanilla equivalent (or roughly on par but at a higher OP cost). For instance, looking at the kinetic weapons (from memory, so take the numbers with a grain of salt but you'll get the idea), a comparison between the vanilla railgun and the GH gallant, which have basically the same role and behaviour. The gallant has 100 more range than the railgun (800 vs 700), which is good but... that's about all it has over it. Railgun dps is 167 vs the gallant's 125 (that's quite a big difference), but the railgun is also much more flux efficient (0.9 vs 1.1: and for a kinetic weapon, being in the negative in flux efficiency is kinda bad); it doesn't stop there though: the gallant has only medium accuracy and turn rate as a turret, while the railgun has perfect accuracy and turns quite fast, making it much better against frigates and fast destroyers (and, arguably, small mounts are usually meant just for such targets). Also, single shot is 100 dmg for both, the dps advantage for the railgun comes from a faster refire rate (0.6 vs 0.8 iirc): faster refire rate is pretty relevant in being efficient at not wasting flux in percentage of missed shots. Finally, all this while they cost the same OPs, as the railgun isn't 8 OPs anymore, it was brought back to 7 just before 0.96. Honestly, if it wasn't for faction flavor, there wouldn't be a single scenario where I'd choose a stock gallant over a railgun nowadays.
The bigger variants tend to scale roughly following this pattern, as does the HE set, although they usually have a secondary scripted damage that makes things slighty more even when compared to their vanilla counterparts (scripted damage is mentioned, but not taken into account by the game when calculating dps, flux efficiency etc in the tooltip stat summary). However, they also tend to cost about 1-2 more OPs than them. A medium weapon at 14-15 OPs, for instance, is getting in the Omega weapon ordnance cost ballpark: it should probably pack a bit more punch. Granted, the range advantage of the "sniper" GH weaponry becomes more impactful with the bigger hardpoints: 800 vs 700 range makes little difference in a crowded battlefield, when there's still many weapons with range higher than 800, 1100 (for the mediums) or 1200 (for the large ones) can't be seriously matched by most things in vanilla, so unless you have other mods with long range weaponry, they can let you dominate the field by being a kiting nightmare (as in my Ristreza example). Still, it seems to come at a very harsh compromise on just everything else.
Which is why, as I mentioned, in my game I made several of them a bit more flux efficient, usually by 0.1 (and I may have slightly increased the projectile speed of a couple of them that were simply way too wasteful), bringing for instance the gallant to 1 efficiency from 1.1. It's still arguably underperforming compared to the railgun (and probably to the light needler too with its 0.8 efficiency, but I've almost never used needlers 'cause I don't like their sprite so I'm actually not that familiar with how they feel performance wise), but not so egregiously that I feel like I'm seriously handicapping myself for no reason when I put them on my ships. A bunch of vanilla weapons were made a bit better inbetween late 0.95.1a and 0.96 (for instance, PD weaponry is quite more balanced nowadays, which also puts some shadows on the flux hungry GH PD solutions), and some modded weaponry is now lacking behind a bit imo. Modders should be very careful about correcting that to avoid power creep (and Nia has always been rather cautious and conservative in stats, which is good), but I do feel like the GH weapons could do with a little balance pass to make them more attractive.
The sniper weapons are definitely overpowered though. The Styrix, for example, does about 25% less DPS than a Gauss but has half the flux cost and a faster projectile. There's a 1200 range HE weapon with 240ish DPS, which is insane since in vanilla the Heavy Mauler has a mediocre 120 DPS and a projectile slow enough to be dodged at max range. Then there are the 1100 range large ballistics, which have comparable DPS and flux stats to the 900 range vanilla ones despite outranging them and being massively more accurate. Sure, you pay for it in OP, but honestly I'd almost always take the Armiger over the Hellbore and the Efreet over the Mark IX even though it costs 8 more OP. Likewise, Styrix vs Gauss is a no-brainer unless you really need that 3 OP or 100 extra kinetic DPS for some reason. And for the Gardas there isn't even an alternative, in vanilla if you want a finisher at that range you need missiles, bombers, or Advanced Optics HIL.
Basically, the Styrix is either on par or inferior to the Gauss on everything except for flux efficiency (which indeed is a different case than the smaller gallant-railgun comparisons, where vanilla wins on efficiency too), and it comes at 28 OP cost against 25. Is it a serviceable weapon? No doubt. Given it's a large mount that only consumes 300 flux per second it's certainly a better choice for flux starved ships, even with the higher ordnance cost. If you have flux to spare, though, the Gauss is objectively better on pretty much all accounts (well, except for looks :P ). And yeah, 28 vs 25 OPs might not seem much (and it isn't), but it also brings the Styrix in the same ballpark (30 OPs) as the super Omega weapons (most other mods also put at around 30 OPs their own *** overpowered rare large superweapons, but that's them and let's pretend we don't play with those as well), so an "average" weapon that costs 28 OP might not sound so sexy anymore.Woops, I forgot Efreet and Armiger weren't GH. However, I think you're undervaluing the flux efficiency gap - on low tech ships, flux is a scarce resource, so being able to massively reduce your weapon costs while only sacrificing a little DPS is huge. Generally speaking, that extra 300 flux/sec will buy you much more than an additional 100 kinetic DPS, even factoring in the slightly lower hit strength and accuracy (it's true that Styrix and Gauss have the same projectile speed, I just had a mistaken impression from before TMI existed). Also, I still contend that the very existence of the Gardas is OP - the reason I compared it to the Heavy Mauler is because that's the longest range HE hard flux weapon in vanilla. Normally, if you play a sniper build like Gauss Conquest you have to rely on either missiles, fighters, or support from allied ships to finish off your targets - all of which have counterplay. With the Gardas though, you can now put pressure and finisher on the same ship and comfortably sit at extreme range without worrying about trying to sneak Hurricanes or Daggers through a low tech PD grid. I think it's very telling that it's impossible to achieve this combo in vanilla - since there are (AFAIK) no ships that can mount both large ballistics and large energy, the best you can otherwise do is 1000 range with HVD + HIL/Heavy Mauler. If you want an actually effective hard flux source of HE that can't be intercepted by PD, you're stuck with 900 range weapons that all have some kind of serious drawback at range (except for the Hephaestus, which just has serious drawbacks in general).
Granted, I do agree this is a case where the tradeoff is more balanced and both vanilla and GH have their uses (I know I'd choose the Styrix for my playership too: I just hate getting overfluxed and I find little fun in having to juggle weapon autofire), but as you could see with the gallant example, some other GH weapons don't fare as good.
[...] However, I think you're undervaluing the flux efficiency gap - on low tech ships, flux is a scarce resource, so being able to massively reduce your weapon costs while only sacrificing a little DPS is huge. Generally speaking, that extra 300 flux/sec will buy you much more than an additional 100 kinetic DPS, even factoring in the slightly lower hit strength and accuracy (it's true that Styrix and Gauss have the same projectile speed, I just had a mistaken impression from before TMI existed). [...]
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well
...KASSADARI SCALARTECH RETROFIT SHIPS
KASSADARI GOWN WHEN?
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?
I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?Look around some blackholes, there's stuff there!
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?
.
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?
I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.
.
It's here where the awkwardness comes: when we play with a GH themed fleet we do know we are intentionally putting a little handicap on ourselves for the rule of cool, looks, because the vanilla counterparts would often be better choices. And that handicap is aimed at us and just us, it's not there to balance a faction that has other strengths (indeed, the same could be said for the GH vanilla ship variants at least: they are basically low tech, but their unique faction flavor is a slight time acceleration in exchange for, of all things, less armor? Ouch!). So yeah, some players could feel a bit "punished" for deciding to use that modded content that was indeed meant for them: ain't that kinda counter-intuitive?
I'm not saying that, since they are player oriented, then they can be overpowered, because that would lead to power creep and would itself lessen our choices in the game. But it may definitely allow for a slightly less draconian balance pass.
I'm going to have to strongly disagree, the GH Onslaught is MUCH better than normal onslaughts
I did an entire GH playthrough, and I was steamrolling the opposition, GH ships are very very good
The GH Onslaught for example, with it's Cavalry Charge, and if you put Forced Overdrive onto it, takes what is normally a slow and immobile warship into a highly mobile death machine, Onslaught's shouldn't get to move around as much as the GH version does, but it gets to do exactly that
Anyone got any tips on running a full Rosenritter fleet? I tried going full leadership with wolfpack tactics and support doctrine with either the Traumanzer or the other battlecruiser kitted to be a command center flagship with level 5 (and some 7s) officers controlling all the silverblut regalia ships but I'm getting my butt kicked. AI just overwhelms me with ships and the AI for MY ships cower against their superior tonnage.
Since the NightSong (sorry, I'm very bad at german) Battlecruisers come equiped with electronic warfare (Eye of the Eagle) arrays that increase the combat performance of the regalias, the Rosenritter Fleet should be a heavy mech assault force. Be sure to put the Silberblut regalias under the command of your top level officers, which also add to their battlefield capabilities. As for the Traumtanzer... well, that ship is truly a nightmare (albtraum battlecruiser) as its name implies and should be your personal flagship under your direct control. Learn to micro it well and it becomes THE ultimate missile obliterator of doom from which few can survive, marking it as a DECISIVE SHIP able to save the day against all odds! I see you already have it. If not, find it ASAP!
In terms of fleet composition, I usually field a maximum of two ships of each variant per fleet, tending to include everything the faction has to offer and equipping the combatants with loadouts from its faction's weapons, don't want to commit an act of HERESY otherwise. I like to give the spotlight to all the ships a faction has to offer, but that's just me, hate me or, well... hate me again.
When it comes to tactics, deploy no less than six Silberblut regalias (with aggressive officers) and at least a NightSong battlecruiser to anchor the fleet with two MoonLight (Mondlitch?) cruisers to help form a front battle line. To this add a Halbmond carrier in the rear with the gear to provide plenty of dorn missiles fire support and you should have a very worried enemy in front of you. I would also advice to take a Paladin Silverblut as your default engagement option to capitalize on its movility and swiftly flank and wreak havok among enemy targets. Learn to give orders and when to cancel them to your ships wisely, since oftentimes it is better to let them do their own thing than to force engagements or elimination orders. Also, don't overstep yourself as a general rule, not only with Rosenritter but with all fleet combat. Since you are expected as the player to gauge enemy fleet deathyness, you should begin picking battles in which you are, at least, not surpassed in number or heavily outgunned. As a last resort, UNLEASH the Traumtanzer and burn bright!!!
Hello , is there a line of code I could delete about cavalry charge's ( and the Legio variant) effect? My laptop use AMD components and despite having Vram , those ship systems cause massive FPS drop.
I already has set renderShieldJitterEffect to false and put graphic libs to minimum.
Thank you in advance.
Legio using GH ship, is that intended?
Is there a Traumtanzer blueprint? The Halbmond didn't give it to me. I only ever found the single ship. Is the story supposed to end at the message which pointed to a constellation as containing something interesting? Is it Traumtanzer or something else because I already found it before the Halbmond and was wondering if its worth searching.
hey- this mod has casing and formatting errors
graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png
graphics/tahlan/maps/ships_normals/tahlan_Castigator_pxiv_Normal.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_material.png
graphics/tahlan/maps/weapon_glib/tahlan_nibelung_cover_R_surface.png
graphics\tahlan\maps\weapon_normals\tahlan_aetnos_hp_base_normal.png
I'm still trying to get the game to work, so I haven't finished fixing and checking it
Is there a Traumtanzer blueprint? The Halbmond didn't give it to me. I only ever found the single ship. Is the story supposed to end at the message which pointed to a constellation as containing something interesting? Is it Traumtanzer or something else because I already found it before the Halbmond and was wondering if its worth searching.
The Traumtanzer is unique with no blueprint as far as I know. If you find the Traumtanzer before the Halbmond you won't miss anything as the last part of the Halbmond quest just points you to the Traumtanzer's location.
Updated with a whole pile of bugfixes.System still seems to be detecting it as v1.2.6? ???
Grammar or word error I found
When speaking with Louisa Ferre and you pick the option, "Last I checked, your people were going around murdering anyone they came across."
And she replies, "She scoffs at you before clearing her continuing."
I'm assuming it's clearing her *throat* before continuing, right?
Hi,There is another ship, the yari, that uses the same hullmod and also has large mounts. But the other effect of the hullmod, the reduced firerate for more damage, still works on the darnus.
I found a Darnus blueprint and built one of them. But im a bit confused. It says the ship has a built-in hullmod called Specialized Energy Mounts. And that apparently reduced OP cost for large Energy Weapons and reduces there flux needs in return for slower fire rate.
But eh.. the Darnus has no large Energy mounts right?
Am I missing something whats the point of that hullmod? :)
Thank you! I'll have to incorporate that into my lineup. I'm mostly playing with Star Federation ships, but I think they have some decent burst options.
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.
Still can't figure this out :-\
It worked fine in SIM but not in a real fight.
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.
Still can't figure this out :-\
It worked fine in SIM but not in a real fight.
Hey my first post ever lol. I love the absolute destructive power of the Mannan. However I have the same problem as the person above. will it be fixed? This is legit my favorite weapon in this mod :)
2948618 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersInPriorityOrder(Unknown Source)
at data.scripts.campaign.UW_MarketRiggerScript.advance(UW_MarketRiggerScript.java:91)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
so i just finished the bounty for idris the great and managed to recover some of his ships, i was planning on storing the legio version of the hound for later use and experiment on how i can use them against non legio fleets, but i got this error instead, was there something i did wrong?
2948618 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at org.niatahl.tahlan.hullmods.barcodes.Wrath.advanceInCampaign(Wrath.kt:24)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersInPriorityOrder(Unknown Source)
at data.scripts.campaign.UW_MarketRiggerScript.advance(UW_MarketRiggerScript.java:91)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
so i just finished the bounty for idris the great and managed to recover some of his ships, i was planning on storing the legio version of the hound for later use and experiment on how i can use them against non legio fleets, but i got this error instead, was there something i did wrong?
Could you double-check you're on the latest version? I thought this was fixed.
Known bug, am aware:thumbsup:
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:220)
at org.niatahl.tahlan.plugins.TahlanModPlugin.onApplicationLoad(TahlanModPlugin.kt:65)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Known linux issue, fixed in dev
You can fix it yourself for now by renaming the tahlan_DunScaith_dmn_normal.png in the mod's graphics/tahlan/maps/ships_normal to tahlan_DunScaith_dmn_Normal.png (capital N in "Normal")
small question, is there an additional way to get more available DP for automated ships than the one player skill?
Would like to use the Demon ships a bit more. Or are they supposed to be limited use, same as Redacted?
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?Only on the main Github page (not on the 'Releases' page), and requiring the user to use the 'Download ZIP' option (click on the green 'Code' tab, it should be the last option on the resulting drop-down menu).
All the options you get to toggle on/off are in the config file, found right as you open the mod's folder. Think you can also access those on the game's main menu through lunalib. And as far as I know, nope, nothing in there lets you change how many daemon ships you can field at once.yes I was curious if it was intended to be like that. But it makes sense, the Demons would be very strong in players hands, similiar to Remnants.
Edit: also, the daemons are literally intended as "remnants, but pirate boss fleets". That's it, really. Don't see why the author would need to make them easier to field than their vanilla (and less dangerous) counterparts.
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?Only on the main Github page (not on the 'Releases' page), and requiring the user to use the 'Download ZIP' option (click on the green 'Code' tab, it should be the last option on the resulting drop-down menu).
There's a 1.3 version noted in the changelog, but i cant seem to find any download for it. Is it still in development and only posted on the discord?
I have spawned the tahlan_halbmond with Console Command but after recovering it, it doesnt trigger the quest.
When I create a new game with the same mods, and also spawn the halbmond, immediatly after recovering it I have the quest aswell.
Its so strange that this doesnt work in my current savegame.
I guess there is no other way to trigger the quest? Seems like I need to revert to Console Commands to get AllBlueprints.
great idea, I just did that. Im not sure which BP packages you get exactly during quest, so I gave myself the 4 BP packages which had Rosenritter Ships and Items. And I can spawn the Traumtänzer as Derelict. So that would hopefully sum up all the stuff from the Halbmond quest.I have spawned the tahlan_halbmond with Console Command but after recovering it, it doesnt trigger the quest.
When I create a new game with the same mods, and also spawn the halbmond, immediatly after recovering it I have the quest aswell.
Its so strange that this doesnt work in my current savegame.
I guess there is no other way to trigger the quest? Seems like I need to revert to Console Commands to get AllBlueprints.
You can just give yourself the specific blueprint packages. "List Specials Tahlan" should show you the relevant packages.
great idea, I just did that. Im not sure which BP packages you get exactly during quest, so I gave myself the 4 BP packages which had Rosenritter Ships and Items. And I can spawn the Traumtänzer as Derelict. So that would hopefully sum up all the stuff from the Halbmond quest.
I assume the Lifeless Project, Legio and Kassadari stuff which is also listed by "list specials Tahlan" can be obtained in some other way.
How does one deal with the hel retribution? That thing is ridiculous...Somehow Legion has a -20dp discount when field them (without d-mods) so it only cost them 25dp....
Have the Izanami and Cinderblade bounties been removed or I am just getting unlucky/a bizarre mod interaction?
I recall doing these in an earlier version of the the mod; however, have had no luck find them in my current run.
A quick search on this didn't tell me much and the bounty files I could find seem to not have these listed (vayra bounty and magic bounty). I figured I should ask rather than assume.
I managed to get my hands on anSpoilerArk Metalican[close]
Any tips for how to set up it's loadout?
Well done, Nia Tahl, with this excellent mod. I love how brutally mean Legio Infernalis is. Finally, I feel challenged, and, frankly, afraid. I will have to make a new save and play a bit nicer with them. I stole back one of the planets they conquered, by the skin of my teeth, and paid the price ever since. Lesson learned!
Nice mod apart the special bounty "Legio Rising" that is totally broken and pratically unbeatable without assets from OP mods.
Not the faction, only the bounty.
I had to rebalance it to have a fair fight even with a quintuple Ordos capable late game fleet.
"Standard" Legio invasions and raids were very doable and enjoiable even with less capable fleets.
The most broken aspect is the ridiculous low dp points per ship.
It is broken becouse it exploits the DP mechanic to give them almost 2 to 1 advantage during combat.
This scales up horribly when you play with high battle sizes (i'm on 800). On top, the Hel variants (which compose 69/70 of the fleet I've encountered) are impressive and very powerful ships.
In this scenario, I've found the bounty impossible to beat whatever the fleet I can assemble in my "fair" modded playthrough (50+ mods).
Without the DP bonus (via savegame and mod editing), it was still a very hard fight, harder than quintuple Remnant Ordos battles.
Probably it is less broken if you play with very low battle sizes.
I have a question about Metafalicas' ability to change ammo type in Phira: shock cannons change dmg type do energy and increase overall dmg by 20% and impact driver makes it kinetic type dmg but decrease overall dmg by 15%? Am I understanging it correctly? If so why would I ever use Impact Drivers over Shock Cannons?
Hi, running into some bug here. Every time I tried to use Manannan I exploded and killed everything on the map. Almost like a supernova went off anyone just die (including me). I can't figure out what triggered this.
Still can't figure this out :-\
It worked fine in SIM but not in a real fight.
corrupted download does sound like the likely culprit there, yes
Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build
corrupted download does sound like the likely culprit there, yes
Mod should run fine on 0.97 btw, haven't done an official update yet since I have a bunch of things in the oven in my local build
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves? I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions. No worries if you don't know yet!
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves? I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions. No worries if you don't know yet!
Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.
Stays forever. The condition is specifically meant to foul those planets since Independents aren't normally territorial and offering an easy colony system in every playthrough was something I wanted to avoid.
Ouch... A shame. Even more so with how hard it gets to make a player system without something trying to get you in 0.97.
First pirates. Easy enough.
Then Pathers because "TeCh Is bAd ! Reeeee !".
Followed by the League. "Join or else".
Use AI ? The Hegemony has something to say.
You produce fuel ? The Diktat raid your planets.
You have Industries ? Tri Tac want you to sign this contract without reading the fine prints.
Oh ! Forgot the Church "asking" for "volontary donations" to help protect the mass... Actually the lesser of those problems.
Out of curiosity do you have any idea if the next update for this and ScalarTech are likely to break saves? I'm tempted to start my first 0.97 game but I wouldn't want to have to start over in order to play your mod's latest versions. No worries if you don't know yet!
Shouldn't break save with like 95% certainty. I have nothing planned that would break saves, anyhow
Sweet! Thanks very much for the info!
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
So uh with recent rule changes, what will happen to Nia Tahl who was known to have on few occassions a code that could very well be in blunt breaking of the recent rules about "Good citizen behavior". Like with those stealth nerf codes that caused certain factions to be straight up OP against certain other factions.
Why are you bringing up something that happened forever ago? This feels like bait to me.
So uh with recent rule changes...
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.Sadly, I think they already understand that.
This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination."Collaborative interaction"? So, let me get this straight, Artillery is a feature of IndEvo, and one we can turn off despite the author's insistence we lack skeletal calcium, and that's the reason its not modular and stays on no matter what in your mod?
Cleaned up an off-topic post. @hidefreek: please don't do that.okay
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.
Ah, okay, I could look into that maybe.
Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.I mean I was trying to do a Blackwatch run when I found out, as before .97 I had taken IndEvo out of my modlists only recently putting it back.
And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that
I am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
I am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.
I am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.
when update for 0.97a r11 even scalartech solution is not up to date :'(
I am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.
Does the one with the blueprints always inhabit a?Spoilerblack hole system[close]
YesI am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?There's two capitals that spawn as derelicts. Only the carrier one gives BPs, and eventually the general location of the other one. You can still find the other one though without finding the carrier if you are lucky.
Does the one with the blueprints always inhabit a?Spoilerblack hole system[close]
I really like the rosenritter aspect of this pack, especially when paired with Arma armature. Why are they so slow though? The two prints I found gave me ships that were 60 base speed? Thats basically a cruiser speed. I really wish they were faster, these things cant catch anything and its kind of odd to see that when they are supposed to be, you know, "mobile" armors right. Maybe they arent mobile armors? I dont know but Im not really seeing why I would use it instead of a regular cruiser or something to be honest, they are so slow.
I am playing with the mod in 0.97a. After one renaming of a "normal" graphics file is running well on linux. The only issue is that I have found the rosenritten capital vessel but the blueprint spawn is not happening. Can I force it to happen?
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)
It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)
It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.
NVM ... 90% of my mods are in red now. Forget it, ran out of patience with this game. Bye.
As it currently stands, Daemon Cores are completely useless unless you have the skill that allows you to recover and deploy remnant vessels, as they cannot be asigned to non-drone ships, and have no effect on any industry.
A quick google search shows me that the Daemon Cores grant a unique commander to ships commanded by them. Would it be possible to have them also provide this effect when applied to starbases?
This would be in line with Alpha Cores.
Regardless, thank you for the excellent mod. I've been using it for years.
Not possible within the scope of this mod due to how AI core effects on industries are handled.
Since you brought up "Miscellaneous Features"
Curious if you would be interested in adding a start option for the Jagdregallia ship thing that unlocks those.
Mainly cuz even knowing it's found in Black Holes I've still only found the damn thing once >.<
I'm honestly half tempted to download the "no false positives" mod for the neutrino detector! ;Dneutrino detector mk2 is a godsend for not wasting your time.
I'm not saying that it should be done, only that there are ways to make it work if you wanted to
Since you brought up "Miscellaneous Features"
Curious if you would be interested in adding a start option for the Jagdregallia ship thing that unlocks those.
Mainly cuz even knowing it's found in Black Holes I've still only found the damn thing once >.<
I still miss our glorious king, the Great Houses Dun Scaith. Only on a single playthrough did I realize that what I thought was an okay ship (there's a lot of capital competition in the modisphere) could be turned into a missile gunboat. It was my favorite, by far, capital out of anything in the game.The Dun Scaith is still available as a bounty target (one-of-a-kind, sure; but what can ya do)... but getting it requires defeating a Legio Infernalis fleet stuffed to the gills with Daemons (that scale accordingly to your own fleet, at least in terms of s-mods).
The Caestus Metalican doesnt have an autofit template
TrueThe Caestus Metalican doesnt have an autofit template
because it doesn't need one
Please update mod to 0.97a soon :-\
I've fixed this issue https://github.com/niatahl/tahlan-shipworks/issues/10, but PRs aren't allowed on the repo. Here's the commit https://github.com/bakrhaso/tahlan-shipworks/commit/cc79c90804a8273a3491e5b11f1637b1af9496ff. Simple enough to fix manually by just renaming the file, but this breaks on OS's that aren't case insensitive on filenames so it would be nice to get it merged.
Hello, I'm not sure if i did this wrong but i tried to remove the Kassadari Claim debuff via console ("RemoveCondition tahlan_kassadariclaim") from one of my distant colonies and i ended up with this..Spoiler(https://cdn.discordapp.com/attachments/396513534315462656/1236229382826098748/Screenshot_153.png?ex=66373fd4&is=6635ee54&hm=81da6df9d2f3a5d4fbde616beab5f6f26e8d4fa3223829ab68caba96ebc1de4a&)[close]
The duplicate debuff is because it didn't work the first time so i added it back via commands, then removed it again, whoops
Is there any way to fix this or is this colony just forever messed up?
hmmm... have you tried sat bombing the planet via console commands, make a save then edit your save file via text editor, you can probably understand how it works just by merely pressing ctrl+f on your save and finding the name of the planet you want to edit, then you can probably remove whatever is causing this in the planets conditions section, the save files of starsector are easy to edit... though if I'm being honest this is pretty much cheating, once you learn this and will probably rob you of the genuine starsector experience if you abuse it (since abusing it includes being able to manipulate officer properties, planet conditions, type, market conditions, heck even alliance properties).